Dialogue Plugin

  1. What is the purpose of the UDialogueWave? I’m going to probably find out by digging through the code anyway, but i figured I’d ask in case i forgot. I couldn’t find anything in the docmentation on it.

  2. Not as much an issue as it is a possible suggestion to consider:

It’s a minor thing, but for scalability would it be possible for you to consider changing the sound files to SoftObjectPtr’s or references or maybe even making that an option in someway and then dynamically loading the sounds as they are needed or even pre-loading them at the start if the user is concerned about load times? It’s just an idea I had regarding hard references that would surely bloat things in a game with hundreds of thousands of lines of dialogue.

If not, I completely understand! It would likely break the plugin for anyone updating as well or at potentially bugger their references. Like with many things it may just be best for users to make those changes themselves because most won’t need it.

I’m modifying most everything anyway for my own project which may just be the requirement as far as I can tell. I’m creating an animal crossing styled dialogue anyway which requires reading individual characters to some extent so i have to place the functionality in the widget anyway.

Would love to hear your thoughts on how it might be possble to improve scalability out of the box.