Are there any documentation about how the localization support works? I found the config files to add new cultures but how can I add or change localized strings?
…push
I am currently working on a tutorial for this, adding support for Klingon to UE4. I will update this when i get that tutorial together.
Hi eGo,
We unfortunately, do not have any documentation regarding the localization system in UE4 at the moment. But we have been putting a lot of time and effort into UE4’s localization system. We’ve scrapped UE3’s system entirely and have started introducing localization concepts from the ground up in the engine.
I would keep on the look out for documentation regarding this but in the mean time I can answer any specific questions you might have regarding the system.
As a general overview of how the system works…
- Developers build their game using FText properties and LOCTEXT macros.
- Automation is run which extracts all the source text from assets and source code files.
- The source text is put into a manifest file, which are paired with one or more archive files which hold the actual translations for each culture.
- The manifest file and archives are then used to generate a locres file which the engine uses.
Here’s the latest greatest documentation we have for the UE4 localization systems.
Better late then never.