Whenever you submit Consequence and import it in Unreal, Consequence will create a Gameplay Tag in the format Consequence.Characters.[CharacterNameWithoutSpaces] in the Tags/Consequence.ini file.
In order to identify an Actor Blueprint as a speaking character in your game, simply add the Consequence Speaker Component to it, and configure the Details panel for that component to specify the Gameplay Tag for the character.
Multiple Gameplay Tags can also be used, for the case where a speaker for the actor should be selected from a list. Consequence will automatically prefer speakers whose character tag is not already in use when selecting from the list.