Storing large lists (arrays) in blueprints?

In the packaged game, could you have it generate the save file on first-run, if the save doesn’t already exist? i.e., it will check if it exists and if not, generate it. I feel like there is a better solution to this problem though. If you get the format right in a csv file and not have to edit it again, is the performance adequate when loading from that, or is the save game still better?

@tozan You won’t have this problem, as you will never need to load your entire script at one time in the game. Split your dialog up into logical segments.
Rama has a blueprint node that can import text files, though you would probably be better off using csv files so you can more easily incorporate meta deta into your in-game script.