tl;dr dialogue and mission system is more or less in place with some entries for testing, scalability settings for lower end pcs, and dynamic actor based audio implemented
The AI dialogue system is setup now in an early pass and functions more or less quite well without too many bugs when fed the correct data (lol), AI activation and deactivation now does not fully destroy and respawn AI since that was causing a whole host of issues. Now im opting for a full disable to the AI reducing overhead as much as possible when not near a player, this also will let me gauge how many total AI i can have at one time without a large performance drop, something around 125-150 seems to be the cutoff when frame rate is noticeably affected by the simple number of ai in the level.
I also re implemented a dynamic blueprint spawner which is currently used to spawn particle and sound effects i bought years ago and finally got around to reworking some of its code and readded it to the project with some more examples like the deep metal groaning on the grain silo ect
More stuff coming in the future, I dont plan to stop working on this anytime soon and hopefully can have something that resembles a game atleast within a year or so to enable me to actually have some play testing going on with other individuals... cya next time