How difficult it would be to integrate spell checker?

Let’s say you have nice screenplay/dialogue editor. It’s convenient, easy to use for writer.
The only missing functionality is a spell checker.

How do you think, how difficult it would be integrate spell checker with engine?
The basic mechanism seems to easy to implement, but there could be a lot of surprises when it comes to operating on text.
Is it worth to use some open source library?

Do you have any experience with it?

+1 …

For Commenting / fixing Blueprint-Comments etc, it could be a really helpful time saver…
Assuming something like Microsoft-Office or LibreOffice etc, is installed locally on a PC…
Can ‘Blutility’ instance COM objects / call into Office from BP to execute a Spell Check?

+1 … This would still be very helpful.

(It’d also help spell-check kjustynski’s many name changes… :stuck_out_tongue: )

There are online spellchecker services you can make web requests to and they return an array of possible correction strings.
I used to use them for custom editor tools I built for Unity editor a long time ago. a quick google search should review a bunch.

There’s gotta be something Offline and Open-Source like LibraOffice has etc, that could be integrated.
It sure looks like amateur hour when you package a project with a glaring spelling mistake on a widget…:mad:

But its just so easy to do… :stuck_out_tongue:

+1
The original post was made in 2017, now is 2022.
There is still a need for an integrated spell checker and I was still not able to find any solution.

2 Likes

+1
Hello from 2023. I do most of my writing directly in the engine (and at 4 AM) and having an integrated spell checker, even a very basic one, would be of immense help.