I must have one dialog data table for each npc, regardless if all npcs are just the same actor with a different skin, because the dialog data table has hundreds of rows.
And the columns in this table are: Row Name, ID#, Next line #, Should end dialog, scene#, speaker, line, choiceA, Choice B, ChoiceC, Choice D, requirement C, requirement D, facial expression, body gesture, outfit, should save, execute event.
might even add more columns in the future.
I literraly edit a .csv file in excel with all the dialog, and then import / reimport it into unreal as a data table for each character. that’s the best way I could come up with
Sure I could add a variable to each npc saying which data table it should use, but I still need to save into a savegame which line each npc has stopped at, and if their dialog is active or not. each npc also has to have their location, current outfit pieces, (and probably more stuff in the future).
I am not sure why I have a struct for each person. It’s the same struct layout, but each npc has their own to save all their personal info. this is probably what I want to make better, but don’t know how exactly. I came up with all this dialog system myself, along with some help I asked here a while ago, but it got kinda complex and bloated, so I’m really trying to make it more efficient somehow. I literally spent a whole day when I went back to this code to add a couple more npcs after a few months doing something else, so I really need to automate it 