Dynamic Localisation (Runtime Data In Blueprints)
I'm working on a project where we need localised text to be updated by our client without recompiling the project. Changes need to automatically be pulled in from a file at runtime.
Unreal's localisation system is great, but the .po files had to be compiled into binary locres. Which seems like it would require continuous deployment or Unreal's Automation Tools.
So we'd gone down the route of reading a JSON (or CSV) file into a data table using 'FillDataTableFromJsonFile'. However we just discovered that these nodes cause crashes in packaged builds and are not supported outside the editor. (https://issues.unrealengine.com/issue/UE-64206)
This method uses IDs such as '6BW4' to uniquely identify key value pairs, and then grabs the correct text from the column of the current language.
We'd really appreciate any support on solving this issue! Has anyone managed to find an effective work around?
Shout out to Low Entry for their plugins and support on this. https://www.unrealengine.com/marketplace/en-US/profile/Low+Entry
They sent me the following:
Here's a basic example of how that works for me. I'm storing the JSON object so that I'm not reading it from file every time.
"ID": [ "Lang-0", "Lang-1", "Lang-2", "Lang-3", "Lang-4" ]
Hope that helps anyone else trying to achieve this!
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