Thank you so much! ^__^
My original plan was to make it commercial, but then all my first drafts ended up being exact copies of Deltarune UI (without me even trying to rip it off) and I felt I shouldn't push my luck. Plus, a large part of the people interested in making UT/DR fangames are too young to be able to buy stuff online and it would be counterproductive to exclude them.
A lot of the stuff in the engine is actually things I've been doing for years - having global arrays with all the data set up in script asset scope + a general "everything is data" approach, cutscenes being queues of command-argument pairs, having generic objects you customize with GUI variables... the two main new things are named position markers and having a shared pathfinding system that both NPCs and players can use in cutscenes; both of those experiments turned out great so it'll be fun experimenting with them more in the future.