Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Text render can't be localized

  1. Configure localization with following settings alt text

  2. Create text render with english text

  3. Gather text

  4. Create translation and translate this text to other language

  5. Compile text

  6. Count words

  7. Build game with following settings (both languages have been chosen for package) alt text

  8. Run game

Text won't be translated. I witness this behavior only by text render, other text on widget translated properly.

P.S: I have created my own font which have been properly configured to represent both languages.

Product Version: UE 4.15
1.png (151.5 kB)
2.png (117.9 kB)
more ▼

asked May 31 '17 at 01:12 PM in Bug Reports

avatar image

630 12 14 52

avatar image Matthew J May 31 '17 at 05:19 PM

Hello Erumaru,

When you create your Text Render, are you dragging one directly into the level or are you making one as the component of a blueprint? If you're dragging it directly into the level, it shouldn't even be getting included in the text gather, since you removed the ".umap" extension from your File Extensions under Gather from Packages. Assets added directly to the map aren't stored in the content folder as a separate asset so they are stored in the .umap. Can you try including the .umap extension again and see if the issue is resolved for you?

avatar image Erumaru Jun 01 '17 at 06:40 AM

No, I have my text render included to the blueprint class. However, it is placed on map. May it work wrong in terms of this?

avatar image Matthew J Jun 01 '17 at 03:06 PM

I tried reproducing this with a component in a blueprint class (included a Print String as a control case just to make sure the translation was working) but this is what I'm seeing:

alt text

Of course, it's not showing the actual characters due to using the default font but it does show that the translation is coming through as it should be normally saying "This is English". Could you provide screenshots of exactly how you're setting this blueprint up, as well as your other localization settings such as "Localizations to Package" and "Internationalization Support" under Project Settings > Packaging?

avatar image Erumaru Jun 06 '17 at 06:43 AM

Hi, yes I can, but now I'm busy, I will reply until weekend.

avatar image Matthew J Jun 14 '17 at 06:35 PM

Hello Erumaru, are you still experiencing this issue?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

We haven't heard from you in a while, Erumaru. If you're still experiencing this issue, please leave a comment to reopen this post and we can continue investigating. In the meantime, I'll be marking this issue as resolved for tracking purposes.

more ▼

answered Jun 21 '17 at 05:53 PM

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

I had the same issue where render text was not getting localisation. The issue seems to be there if you have the render text as a blueprint component. I was able to fix it by using the 'Set Text' node in the blueprint. This then allows the text to be correctly localised in-game.

alt text

p.s make sure you are using 'standalone game' when previewing the localisation.

Fun fact - for post 4.20 I believe you can use 'culture="eb' in console to change culture in realtime.

image-143.png (36.8 kB)
more ▼

answered May 28 '19 at 12:07 PM

avatar image

112 3 9 14

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question