TL;DR I need to figure out how to quit an action when a character stops talking, without doing it individually on every single dialogue answer (For obvious time saving reasons)
Basically the way character dialogue works, it's a cinematic close up. Everytime the character you're interacting with speaks, it plays an animation that covers the whole screen (1920x1080). However this was a temporary fix, and getting close to finishing my game, I can see size wise, it gets ridiculous with so many 1920x1080 frames.
My idea so far is to create a single blank frame for the characters talking animation that triggers an action, which activates all the separate elements, rather than just one solid animation. However the issue is quitting this action when the character stops speaking, I can do it manually for each one, but it would be extremely tedious to re-do it.
Does anyone have any ideas? Obviously the engine triggers the dialog options after the opposing character stops speaking, is there a way I can add "quit action" onto that command.
Thanks in advance