I've updated Stage Left a lot in the last couple of days. I've changed from static montages to dynamic so I can individually set blend data per anim dynamically instead of via the sequence editor. This also means I don't have to create the montages at all (for this purpose). I also moved all eventgraph logic that was on the NPC character blueprint into an actor component. Finally, I created a simpler Conversation blueprint that cycles through arrays of anims for 2 characters and after the final anim has played on one of the characters, their roles (action character vs reaction character) are reversed - leading to a bit more randomness. The event system was updated to allow for individual timing of events per event actor even when fired simultaneously. In the example, this happens when the door opening blueprint's action node is call and when the cube's "set simulate" box is checked - so that the cube falls a bit after the door opens. I don't know if anyone else would benefit from my system, but it works great for what I want. There are no triggers, timers or timelines involved so setting up and more importantly, making changes in the map are as simple as moving nodes or editing a data table.
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