What do you need help with?
Bug report
Installation method
FAB
Issue area
Blueprint Components
Impact
Major - a core flow is broken
Unreal Engine version
5.6.1
Convai Unreal Engine Plugin version
FAB version
Project setup
Blueprint
Target platform
Unreal Editor
Where does it happen?
Custom project
Short summary
Start Typing/Talking node targets wrong NPC in multi-character setup
What happened?
I have two NPCs placed in the level, each with a unique Character ID and inheriting from the standard Character class. When I look at NPC #2 and trigger interaction, the Convai Get Looked At Character node correctly detects NPC #2 (verified via Print String). However, when passed to the Chatbot to Talk To pin on Start Typing, the response and audio always trigger on NPC #1 instead of NPC #2.
What did you expect?
I expected the Start Typing node to respect the targeted NPC passed into the Chatbot to Talk To pin, triggering the audio and response specifically on NPC #2 rather than defaulting to NPC #1.
Unreal logs or error messages
Place two NPCs in a level, each with a BP_ConvaiChatbotComponent and a unique Character ID.
Use Convai Get Looked At Character to detect the targeted NPC.
Pass the detected character output into the Chatbot to Talk To pin on the Start Typing node.
Look at the second NPC and trigger interaction.
Observe: Response and audio route to the first NPC instead of the targeted one.
I checked the relevant documentation, resources, and similar forum posts before posting.
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I confirm that I did not include API keys, tokens, passwords, secrets, private character data, private conversation logs, or customer data.
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