To add a consequence to a player’s dialogue option, create a new actor based on BP_Base_ConsequenceScrip tand override the function called “Run Script” inside of your new actor. Put the code of your consequence, for example locking a door, enabling another conversation etc. to this function. Since you don’t need this actor after the function has been called, don’t forget to destroy the actor at the end of the function. This will allow you to create whatever consequence you need. To add a consequence script to a dialogue option, add a reference to your consequence class to the option structure inside the players dialogue data table. Please have a look at the example conversation and BP_ExampleConsequenceScript as reference.