dont autoload a scene with nodes, i think
because the node is never ready if it’s not inside main Scene tree, hence why it will never work
use autoload to send signal or save variables, as a node.
what you can do now is to make a signal in the NewDialogUI autoload node with this script:
extends Node
signal set_display_text(text)
then in your world script, to trigger the display text function:
NewDialogUI.set_display_text.emit(text)
because it’s a signal, you will need the DisplayUI Node script to connect it by this code:
func _ready():
NewDialogUI.set_display_text.connect(display_text)
no, it’s not engine problem now, because you are trying to get a node that never be added_child because it’s an Autoload node
above codes should work if you set it properly.