SetContinueMode() will set the continue mode, which controls whether the dialogue UI shows a continue button or not. But if Continue() runs it will always continue, even if you've run SetContinueMode(false). The Continue() command takes precedence.
If that info doesn't help, please provide more details about the custom dialogue panel setup.
So, we have a lot of NPCs that use the standard NPC subtitle panel, and then a few special NPCs that use custom dialogue panels. We assign them using the Dialogue Actor script.
SetContinueMode and Continue are working as they should, but only the second time a certain panel is called. The continue button is visible and it does not auto continue the first time the panel is called in a scene, even though it is using the same code as the later nodes that do work.
Thanks for sending the repro project. The issue is that ContinueAfterThis() calls DialogueManager.PlaySequence(), which kicks off separate sequences that are not tied to the dialogue entry node's timing. Here's a modified version of the script that handles the continue button without kicking off separate sequences.