Ah, I think I understand. I thought it would plough through the conversation and only open the dialogue window if there's text to show.
Just to be clear: if I don't want the dialogue window to pop up at all, all the child-nodes of the START-node of the initial conversation MUST have a condition that blocks it from even considering that child-node?
Does that not mean, that if I made a conversation with child-nodes, each of which links to separate quest-conversation (handling their state between "unassigned" and "success"), then as long as one of those quests' condition resolves to true, but the quest-conversation has no valid nodes, then it'll still show the dialogue UI?
Is there perhaps a way to make it only show the dialogue UI when the first node with actual dialogue or responses is reached or something? That would be very useful. I thought that was what "SkipIfNoValidPoints" did, but it seems to only do half of what I thought it did
It would remove the requirement to make these very specific structures, thus making the whole system more flexible. Especially, if it also works across conversation-links. Then I can spin a web of quests however I want, and if it hits a dead end, it just doesn't show anything. I have a use-case for this, where I need the player to wait for something, and while the player waits for the bool-Variable to be set to true, the questgiver should not say anything when prompted. I could fix this with conditions and more variables, but it would be so nice if it just didn't show when there's no dialogue to be had.