[4.17] Can't make Dialogue Context structure

I am making a quick dialogue using the engine’s built-in system, however, in blueprints, I am unable to create the dialogue context structure.

I’ve found a workaround. Creating a variable and setting the values in the default tab, however, that is not good. I would like the pin to be editable in blueprints instead of just in the variable defaults tab (need to create a variable).

Hello Alanzote,

I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.

Link: Unreal Engine Issues and Bug Tracker (UE-48175)

Make it a great day

Apologies for the trouble. If you are compiling engine code yourself you can go ahead and add BlueprintReadWrite to the UPROPERTY declarations in FDialogueContext

/** The person speaking the dialogue. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=DialogueContext )
UDialogueVoice* Speaker;

/** The people being spoken to. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=DialogueContext )
TArray<UDialogueVoice*> Targets;

We will get the fix in to 4.17.1. Thanks for pointing this out.