Custom Format functionality similar to FText::Format for Dialogue nodes eg: `I'll kill {0} for the {1} gold of his`
In runtime you would not need to split the FText to find what to provide for it in the FText::Format()
e.g. if a node has a text
I'll kill {0} for the {1} gold of his
the user would setup in the details panel the properties for the 2 attributes, {0} would be the display name of a participant, {1} is an int variable getter for Gold for a certain participant
those would be saved, so in runtime when the node is entered you have the FText but you don't have to parse it cause the list of attributes is saved, you read that list and call the necessary functions so you can call FText::Format().
The arguments are from conditions/events
Edited by Daniel Butum