Interfacing with an external localization provider involves creating a class deriving from LocalizationProvider. Localize-UEProjectRoot="Path/To/Project"-UEProjectDirectory=""-UEProjectName="YourProject"-LocalizationProjectNames="TargetName"
Localize-UEProjectDirectory="YourProject"-UEProjectName="YourProject"-LocalizationProjectNames="TargetName"Ī basic invocation, without an external localization provider, for an out-of-source build (a project outside the UE4 root folder) would look like this: If you are not using a localization provider, you will have to set this argument to an empty string.Ī basic invocation, without an external localization provider, for an in-source build (a project within the Unreal Engine 4 root folder) would look like this: OneSky was the default value for the LocalizationProvider argument. Localizable text (in other words, text that has an identity and has also been gathered and compiled into a LocRes file) will show an inline editable text field that can be used to spot-fix the current translation. Once you have found the text value you want to inspect, you can press the ESC key to lock the picker to that selection. When the Translation Picker is active, it will show a floating window near your cursor that lists all the text values used by the widget under the cursor. Once enabled, it can be accessed through the Window menu in the Editor. This tool lets you interrogate information from the text values used in your UI, including when using Play in Editor (PIE).Įnable the Translation Picker by clicking Editor Preferences > Experimental. The Translation Picker is an experimental tool that is not updated frequently. Instead of using the translation editor, we recommend that you use the PO export/import pipeline, combined with an external translation tool (such as Poedit, OneSky, or XLOC) for general translation work. Because of this, we recommend that you only use the translation editor for spot-fixes. The translation editor is a simple tool that is not updated frequently, and is probably lacking features that you would want for a comprehensive translation effort (for example, it has no translation memory). Needs Review: Text that has previously been translated against an older version of the source text.Ĭompleted: Text that has been translated against the current version of the source text. Untranslated: Text that has no translation associated with it. It provides three translation tabs in its UI: This provides a simple way to check the translation for a piece of text. The translation editor is accessible through the Localization Dashboard. Currently the Localization Dashboard and localization commandlets (which form the localization pipeline) have two completely different configuration layouts for a Localization Target (with the Localization Dashboard generating the commandlet version).