/// <summary>
 /// Memory cleanup when this control is unloaded
 /// </summary>
 public override void Dispose()
 {
     CurrentLoadedExport   = null;
     CurrentME2ME3TalkFile = null;
     LoadedStrings?.Clear();
     CleanedStrings?.ClearEx();
 }
        public override void LoadExport(ExportEntry exportEntry)
        {
            var tlkFile = new ME1Explorer.Unreal.Classes.TalkFile(exportEntry);         // Setup object as TalkFile

            LoadedStrings = tlkFile.StringRefs.ToList();                                //This is not binded to so reassigning is fine
            CleanedStrings.ClearEx();                                                   //clear strings Ex does this in bulk (faster)
            CleanedStrings.AddRange(LoadedStrings.Where(x => x.StringID > 0).ToList()); //nest it remove 0 strings.
            CurrentLoadedExport = exportEntry;
            editBox.Text        = NO_STRING_SELECTED;                                   //Reset ability to save, reset edit box if export changed.
            FileModified        = false;
        }