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The reason this throws an error is because GetCurrentActor is called when the current node is an NPC node but doesn't actually contain actor data. The solution to this is simple. When retrieving currentNode we should check if currentNode.ActorGuid is null or an empty string. Pull-request I submitted that fixes it: #16
OS
Windows 10
Unity
Unity 2021.2.0f1
DialogueGraph
2.0.0
Description
If the state has no actor, the following error occurs:
originating from "RuntimeDialogueGraph.cs"
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