Localization: How to change namespace and key and adapt them in blueprints?
I need your help. I need to set my own readable namespaces and keys and use them in my blueprints. My idea is to have a data table which contains a namespace and several keys.
With those namespaces and keys, I want to find the correct text for my text variable.
I translated my text with the localization dashboard.
It looks like this:
So lets have an example:
I have in my data table a namespace like Quest_01 and two keys like Quest_01_Title and Quest_01_Description. Now I have a UMG where I need to find the Text for my Quest Description.
What I did was to change the namespace and the keys in the localization .manifest and .archive to this:
Did the same with the description. The problem is, that the text is not found and the condition is false. It works when I add the default namespace and keys which where generated after gathering the text.
Why shouldnt it work when I set the namespaces and keys by myself? I can also add another namespaces and keys from other texts and it will be the correct text. What did I wrong that it does not work when I set my own namespace or key? In the localization dashboard, the keys correct and I see my own ones.
Thanks for your help! :)
asked Aug 28 '17 at 09:47 PM in Using UE4
You can edit the namespace and key of a piece of text by using the drop-down next to the editable text field on a property or pin. If you export to PO rather than edit the archives directly (editing archives by hand isn't recommended) then you'll get the clean namespace that you entered rather than the version that includes the package localisation ID.
It sounds like what you really want though is a string table, which are available in 4.16+ if you're able to upgrade.
answered Aug 28 '17 at 10:24 PM
Jamie Dale STAFF
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