Is it possible to create a branching Dialogue System?

by database i meant a subclass of saveGame.

first i created a subclass blueprint of “saveGame” that i called “Omni_SaveGame” and added a few variables to it. this is where you would add questflag booleans, player stats, inventory items, etc…

then i made a variable in my player controller of type “omni_saveGame” called “Omni_SaveData”. this object keeps all of the important variables during gameplay. so loading a game is just copying a file from disk to set this object, and saving is setting the file on disk from this object.

to load a game, i use a “load game from slot” node, then cast it to my custom saveGame type, then use that to set “OmniSaveData” (the member variable in my player controller that holds the data i use during the game)

this all sounds confusing, but the image should explain it better.