Dialogue Plugin

I see.

Data assets are your game files. The only reason you can modify them at runtime in the editor is because the editor makes no distinction between whether you’re doing it through a Bluetility or in PIE. But you won’t be able to modify data assets on runtime in a cooked build. This is because they’re your game files. It’s like irrevocably modifying a mesh of a dinosaur into a bird because you’ve reached a certain checkpoint in game. But what happens if you load a prior savegame or you’ve started a new game? Your file will effectively be corrupt, because you’ll see a bird. That’s why it’s not possible.

Like I said, if you want to mark your nodes as read, you need to make an array of ints and add their indexes. This way you know you’ve visited the nodes.