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Localization feature of ue4

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Presented by Ken Kuwano (Epic Games Japan)
This slide is a translation of the presentation material from the "UE4 Localization Deep Dive" on October 31, 2019.

Publicado en: Ingeniería
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Localization feature of ue4

  1. 1. Localization feature of UE4 Epic Games Japan / Support Engineer Ken Kuwano
  2. 2. #UE4DD | @UNREALENGINE Contents ● Overview ● Basic Features ● Specified Features ● Misc
  3. 3. #UE4DD | @UNREALENGINE Contents ● Overview ● Basic Features ● Specified Features ● Misc
  4. 4. #UE4DD | @UNREALENGINE Localization of the game ● Localize the game ● Goal :Release to many regions ● How :Implementation to many regions
  5. 5. #UE4DD | @UNREALENGINE Assets needing localization ● Text ● Content ● Font ● Asset ● Texture ● Voice,Sound ● Movie, Media ● Cutscene, Sequencer ● Animation
  6. 6. #UE4DD | @UNREALENGINE Localization of the game ● Localize the game ● Goal :Release to many regions ● How :Implementation to many regions ● Localize the game made using UE4 ● How do we localize using UE4? ● Asset :management, sharing ● Efficiency :workflow, implementation ● Effect :memory, performance Focus of this slide
  7. 7. #UE4DD | @UNREALENGINE Localize? Localization (L10N) ● Localization is the process of adapting internationalized software for a specific region or language by translating text and adding locale specific components. Internationalization (I18N) ● Internationalization is the process of designing a software application so that it can be adapted to various languages and regions without engineering changes.
  8. 8. #UE4DD | @UNREALENGINE https://docs.unrealengine.com/en-US/Gameplay/Localization/index.html Localization of UE4
  9. 9. #UE4DD | @UNREALENGINE Contents ● Overview ● Basic Features ● Specified Features ● Misc
  10. 10. #UE4DD | @UNREALENGINE Basic Features ● Text Localization Process ● Asset Localization Process
  11. 11. #UE4DD | @UNREALENGINE Text Localization Process Editor (en) Package game (ja)
  12. 12. #UE4DD | @UNREALENGINE Text Localization Process Gather Source Text Package Switch Language Translate Source Text Editor (en) Package game (ja)
  13. 13. #UE4DD | @UNREALENGINE Text Localization Process Gather Source Text Package Switch Language Translate Source Text Gather source text from asset what we’d like to localize. OPTIONS QUIT
  14. 14. #UE4DD | @UNREALENGINE Text Localization Process Gather Source Text Package Switch Language Translate Source Text Make translation text with reference to gathered text. OPTIONS QUIT オプション 終了
  15. 15. #UE4DD | @UNREALENGINE Text Localization Process Gather Source Text Package Switch Lauguage Translate Source Text Make package game including translation text. Package OPTIONS QUIT オプション 終了
  16. 16. #UE4DD | @UNREALENGINE Text Localization Process Gather Source Text Package Switch Language Translate Source Text Display text depending on required language. Package OPTIONS QUIT オプション 終了
  17. 17. #UE4DD | @UNREALENGINE Text Localization Process Gather Source Text Package Switch Language Translate Source Text Package OPTIONS QUIT オプション 終了 Package OPTIONS QUIT オプション 終了 OPTIONS QUIT オプション 終了 OPTIONS QUIT Localization Dashboard
  18. 18. #UE4DD | @UNREALENGINE Gathering Text Localization Dashboard
  19. 19. #UE4DD | @UNREALENGINE Gathering Text
  20. 20. #UE4DD | @UNREALENGINE Gather and Localize Text Blue Print C++ ① Gather text ② Create text Loc Res ③ Show text Display on Editor Display on Game
  21. 21. #UE4DD | @UNREALENGINE Which text is gathered? ● Blueprint:FText, STextBlock ● C++/.ini:LOCTEXT, NSLOCTEXT
  22. 22. #UE4DD | @UNREALENGINE Unique Text (namespace/key/value)
  23. 23. #UE4DD | @UNREALENGINE ● Using FormatText for loacalization ● Blackbox ”Discard <Item Name>” ● Number “Got <Number> Items” ● Numeric “1Hit”, ”2Hits”, etc... ● Unit “USD”, ”yard”, etc... Displaying text
  24. 24. #UE4DD | @UNREALENGINE There {NumCats}|plural(one=is,other=are) {NumCats} {NumCats}|plural(one=cat,other=cats) one=”is”, other=”are” number one=”cat”, other=”cats” Plural Forms (en)
  25. 25. #UE4DD | @UNREALENGINE There is 1 cat There are 2 cats (en) Input translation text with Localization Dashboard 1匹の猫がいる 2匹の猫がいる (ja) Plural Forms (en→ja)
  26. 26. #UE4DD | @UNREALENGINE Auto formatting text Text is converted for the culture original format automatically. 1) Number:12345.67 ● ja : 12,345.67 ⇒ Grouping = ”,” , Decimal = ”.” ● de : 12.345,67 ⇒ Grouping = ”.” , Decimal = ”,” ● fr : 12 345,67 ⇒ Grouping = ” ” , Decimal = ”,” 2) Date:2020年10月31日 ● ja : 2019/10/31 ⇒ yyyy/mm/dd ● en : Oct 31, 2019 ⇒ mm/dd/yyyy ● fr : 31 oct. 2019 ⇒ dd-mm-yyyy
  27. 27. #UE4DD | @UNREALENGINE Language Plural Rules http://www.unicode.org/cldr/charts/latest/supplemental/language_plural_rules.html
  28. 28. #UE4DD | @UNREALENGINE Text Localization Process Gather Source Text Package Switch Language Translate Source Text Package OPTIONS QUIT オプション 終了 Package OPTIONS QUIT オプション 終了 OPTIONS QUIT オプション 終了 OPTIONS QUIT Localization Dashboard .ini file/Console Command
  29. 29. #UE4DD | @UNREALENGINE Setting current language of text ● Startup game ● Launch argument ● Configuration (.ini) ● System Language (OS) ● Runtime ● Console Command ● Call culture switching function
  30. 30. #UE4DD | @UNREALENGINE Switch display of the language API Switch displaying text
  31. 31. #UE4DD | @UNREALENGINE Switch content display language Culture Language Locale Asset Group Texts and Assets Format display (Number/Date/Time) Specific Assets and Classes Text
  32. 32. #UE4DD | @UNREALENGINE Switch culture ● Accoding to set many priority rules, there are several ways to specify the language of the game at launch game ● Priority (Top is highest) ● “-culture” value with launch argument ● ”culture” value on xxxGame.ini ● ”culture” value on xxxEngine.ini ● System Language (OS)
  33. 33. #UE4DD | @UNREALENGINE Text Localization Process Gather Source Text Package Switch Language Translate Source Text Display in editor in English → Display package in Japanese
  34. 34. #UE4DD | @UNREALENGINE Basic Features ● Text Localization Process ● Asset Localization Process
  35. 35. #UE4DD | @UNREALENGINE Asset Localization Process Editor (en) Package game (ja)
  36. 36. #UE4DD | @UNREALENGINE Asset Localization Process Package Switch Language Placed Asset Editor (en) Package game (ja)
  37. 37. #UE4DD | @UNREALENGINE Asset Localization Process Package Switch Language Placed Asset Placed target asset in specified path. Img (en) Img (ja)
  38. 38. #UE4DD | @UNREALENGINE Asset Localization Process Package Switch Language Placed Asset Make package game including translation text. Package Img (en) Img (ja)
  39. 39. #UE4DD | @UNREALENGINE Asset Localization Process Package Switch Language Placed Asset Package Img (en) Img (ja) Display text depending on required language.
  40. 40. #UE4DD | @UNREALENGINE Asset Localization Process Package Switch Language Placed Asset Package Img (en) Img (ja) Package Img (en) Img (ja) Img (en) Img (ja) Editor
  41. 41. #UE4DD | @UNREALENGINE Placed Asset ● Apply Asset Localization ● Placed asset under”Content/L10N/[language]” Source Texture Path Content/UI/Texture/Logo/LogoBk Localization Texture Path (ja) Content/L10N/ja/UI/Texture/Logo/LogoBk
  42. 42. #UE4DD | @UNREALENGINE Placed Asset ● Apply Asset Localization ● Select Asset Localization in Content Browser
  43. 43. #UE4DD | @UNREALENGINE Asset Localization Process Package Switch Language Placed Asset Package Img (en) Img (ja) Package Img (en) Img (ja) Img (en) Img (ja) Editor .ini file/Console Command
  44. 44. #UE4DD | @UNREALENGINE Setting current language of asset ● Startup game ● Launch argument ● Configuration (.ini) ● System Language (OS) ● Runtime ● Console Command ● Call culture switching function Same as the text
  45. 45. #UE4DD | @UNREALENGINE Switch display of the language API Switch displaying asset
  46. 46. #UE4DD | @UNREALENGINE Switch content display language Culture Language Locale Asset Group Texts and Assets Format display (Number/Date/Time) Specific Assets and Classes Asset
  47. 47. #UE4DD | @UNREALENGINE Switching Asset Group ● Group assets and reuse them across languages ● Case where only some assets are used in different languages. ● The text display is “ja”, but some of Audio wants to use “en”. ● Setting on xxxGame.ini and xxxEngine.ini
  48. 48. #UE4DD | @UNREALENGINE Asset Group ● Not using Asset Group If we are setting the current culture is ja, all texts and assets are displayed in ja Text (ja) Asset (ja)
  49. 49. #UE4DD | @UNREALENGINE Asset Group Audio (it) Sound Wave Sound Cue ● Using Asset Group Text (ja) Other Asset (ja) If we’re grouping ”Sound Wave” and ”Sound Cue” during the current culture is in ja, ”Sound Wave” and ”Sound Cue” are using in it language’s assets. Class Asset Group
  50. 50. #UE4DD | @UNREALENGINE ● Setting the class to be linked to Asset Group ● Setting the language to which Asset Group is applied Switching Asset Group If the above settings are made, Sound Wave and Sound Cue use “en” assets from startup.
  51. 51. #UE4DD | @UNREALENGINE Asset Localization Process Package Switch Language Placed Asset Display in editor in English → Display package in Japanese
  52. 52. #UE4DD | @UNREALENGINE Contents ● Overview ● Basic Features ● Specified Features ● Misc
  53. 53. #UE4DD | @UNREALENGINE Specified Features ● Font ● Subtitle and Voice ● Subtitle of Media Framework
  54. 54. #UE4DD | @UNREALENGINE Localization for Font asset ● What about text localization? ● Want to change the font by language... ● Want to change the font size by language... ● How do we localize font asset? ● Use Asset Localization ● Use Sub Culture, and Sub Font Family
  55. 55. #UE4DD | @UNREALENGINE Apply Font Localization (1) ● Apply fonts by language with Asset Localization Font (common) Font (th)Font (ja)
  56. 56. #UE4DD | @UNREALENGINE Apply Font Localization (2) ● Use SubCulture and SubFont with Font Asset Font (common) Font Face Fallback Font Family Font Face Sub Font Family (ja) Font Face Sub Font Family (th) Font Face Default Font Family
  57. 57. #UE4DD | @UNREALENGINE Font Sub Font Default Font Fallback Font
  58. 58. #UE4DD | @UNREALENGINE Font Applying language Character range Applying font
  59. 59. #UE4DD | @UNREALENGINE Subtitle and Voice localization ● Build dialogue system using dialogue assets This message is a subtitle test. https://docs.unrealengine.com/en-US/Engine/Audio/Dialogue/index.html
  60. 60. #UE4DD | @UNREALENGINE Subtitle and Voice localization ● Dialogue System (for each sentence) ● Dialogue Wave :Dialogue Data ● Dialogue Voice :Talker Data ● Sound Wave :Voice Sound Dialogue Wave Dialogue Voice
  61. 61. #UE4DD | @UNREALENGINE Dialogue Wave Subtitle text Talker info Voice asset
  62. 62. #UE4DD | @UNREALENGINE Localization of dialogue .wav Apply text localization Apply asset localization
  63. 63. #UE4DD | @UNREALENGINE Localization for subtitle of Media framework ● Switch media player subtitles by language ● Unreleased Features ● If you want to use then, need to modify the engine code. ● It’s necessary to add subtitle data playback process.
  64. 64. #UE4DD | @UNREALENGINE ● Subtitle data ● Editable on editor ● Crate assets by language ● Capable of importing .srt file Basic Overlays Localized Overlays Subtitles table Basic Overlays Subtitle data (ja) Basic Overlays Subtitle data (en)
  65. 65. #UE4DD | @UNREALENGINE ● Assets that manage subtitles by language ● Set Basic Overlays for each language Localized Overlays Localized Overlays Subtitles table Basic Overlays Subtitle data (ja) Basic Overlays Subtitle data (en)
  66. 66. #UE4DD | @UNREALENGINE Change to Return true, so it can be displayed on media asset. Unlock overlay features
  67. 67. #UE4DD | @UNREALENGINE Subtitle Data Project Engine Widget Playback media Subtitle Manager Control subtitles Subtitle Player Playback subtitles Localized Overlays Sutitiles for localization Basic Overlays Subtitle data (ja) Basic Overlays Subtitle data (en) Basic Overlays Subtitle data (fr) Overlay and related classes
  68. 68. #UE4DD | @UNREALENGINE Subtitle Player Implementation Example void UMyMediaSubtitlesPlayer::Play() { bEnabled = true; } void UMyMediaSubtitlesPlayer::Stop() { bEnabled = false; FSubtitleManager::GetSubtitleManager()->SetMovieSubtitle(this, TArray<FString>()); }
  69. 69. #UE4DD | @UNREALENGINE Subtitle Player Implementation Example void UMyMediaSubtitlesPlayer::Tick(float DeltaSeconds) { if (bEnabled && SourceSubtitles) { UMediaPlayer* MediaPlayerPtr = MediaPlayer.Get(); if (MediaPlayerPtr) { FTimespan CurrentTime = MediaPlayerPtr->GetTime(); TArray<FOverlayItem> CurrentSubtitles; SourceSubtitles->GetOverlaysForTime(CurrentTime, CurrentSubtitles); TArray<FString> SubtitlesText; for (const FOverlayItem& Subtitle : CurrentSubtitles) { SubtitlesText.Add(Subtitle.Text); } FSubtitleManager::GetSubtitleManager()->SetMovieSubtitle(this, SubtitlesText); } else { Stop(); } } }
  70. 70. #UE4DD | @UNREALENGINE Contents ● Overview ● Basic Features ● Specified Features ● Misc
  71. 71. #UE4DD | @UNREALENGINE Misc ● Localization Preview ● Translation Picker ● String Table
  72. 72. #UE4DD | @UNREALENGINE Localization Preview ● Feature to preview Localization Text on UMG Designer ● Not compatiable with Localization Asset
  73. 73. #UE4DD | @UNREALENGINE Preview text updates after switching language Localization Preview Comparison of localization preview Update text (en→ja) Applu preview
  74. 74. #UE4DD | @UNREALENGINE Localization Preview ● Preview Game Language (Editor Preference) ● If Preview language is selected, it’s affected as default Affect from Editor Preferences
  75. 75. #UE4DD | @UNREALENGINE Localization Preview ● Need to localize the text before using this feature. localizing text... can select preview languages
  76. 76. #UE4DD | @UNREALENGINE Translation Picker ● Feature to extract text localization info from editor ● Can edit localization text without accesing dashboard
  77. 77. #UE4DD | @UNREALENGINE Translation Picker ● Enable picker ● Enable Translation Picker in Editor Preferences (Experimental) ● Show picker window ● From Window or select icon in translation editor
  78. 78. #UE4DD | @UNREALENGINE Translation Picker Can edit translation text directly in PIE
  79. 79. #UE4DD | @UNREALENGINE String Table ● Registering fixed phrases and strings ● Can import/export from .csv file
  80. 80. #UE4DD | @UNREALENGINE String Table ● Value can be referenced by specifying Key and Text Set Table and Key Affect Value
  81. 81. #UE4DD | @UNREALENGINE String Table ● Note ● Conflict editng table ● Hard reference to assets
  82. 82. #UE4DD | @UNREALENGINE Project Settings ● The settings are required when Packaging ● Localizations to Package ● Languages for Cook/Stage/Package ● Internationalization Support ● Language set for internationalized data
  83. 83. #UE4DD | @UNREALENGINE Project Settings ● Localizations to Packages ● Settings that specify the language to be localized ● When not selected, it doesn’t include localization asset to package Select from localized languages...Select target languages manually...
  84. 84. #UE4DD | @UNREALENGINE Project Settings ● How to specifiy a language for each platform ● Override language specification in xxxGame.ini ● Following example, only “en” and “ja” assets and texts are included when Packaging
  85. 85. #UE4DD | @UNREALENGINE ● Internationalization Support ● Select preset including target language from the list Project Settings Preset Languages Size (MB) English English ~1.77 EFIGS English, French, Italian, German, Spanish ~2.38 EFIGSCJK English, French, Italian, German, Spanish, Chinese, Korean, Japanese ~5.99 CJK Chinese, Korean, Japanese ~5.16 All All Languages ~15.3 Language Preset
  86. 86. #UE4DD | @UNREALENGINE In a nutshell ● UE4 has basic features for localization ● It’s better to use your own system or workflow (depending on requirements) ● Consider localization plans early
  87. 87. #UE4DD | @UNREALENGINE Extra ● Localization Dashboard ● Settings
  88. 88. #UE4DD | @UNREALENGINE Localization Dashboard
  89. 89. #UE4DD | @UNREALENGINE Localization Dashboard
  90. 90. #UE4DD | @UNREALENGINE Localization Dashboard ● Text Localization feature ● Gather text from assets and source code ● Export translated text and share it ● Manage and edit translated texts in languages ● Manage localization progress of translated texts ● Supporting Text Localization feature ● Can work with third-party provider service ● Can be linked with source control ● Can preview translated text and preview font ● Can check text conflicts
  91. 91. #UE4DD | @UNREALENGINE Localization Dashboard ● Pros ● Localization is completed in UE4 Editor ● Immediate confirmation after editing localized text ● Gather text over a wide range including source meta ● Cons ● If edit source text, affects all languages content ● Experimental features (but can be used)
  92. 92. #UE4DD | @UNREALENGINE Localization Dashbord Overview Target Target DetailService Provider Cultures Gather Text Misc
  93. 93. #UE4DD | @UNREALENGINE Localization Dashbord Overview Target Target Detail Cultures Gather Text Service Provider Misc
  94. 94. #UE4DD | @UNREALENGINE Text localize quick start flow ① Add localization language ② Set target assets ③ Gather text ④Input translate text ⑤ Compile translated text ⑥ Update word count
  95. 95. #UE4DD | @UNREALENGINE Localization Dashbord Overview
  96. 96. #UE4DD | @UNREALENGINE Localization Dashbord Overview Target Target Detail Cultures Gather Text Service Provider Misc
  97. 97. #UE4DD | @UNREALENGINE ● Linked Service Provider (XLoc, OneSky) ● Linked Source Control Localization Service
  98. 98. #UE4DD | @UNREALENGINE Localization Service (One Sky) https://www.oneskyapp.com/
  99. 99. #UE4DD | @UNREALENGINE Localization Service (XLoc) http://www.xloc.com/
  100. 100. #UE4DD | @UNREALENGINE Editing .po file (Poedit) https://poedit.net/
  101. 101. #UE4DD | @UNREALENGINE Localization Dashboard - Localization Service Localization Service Provider Localization Service Provider Select active service provider when using a specific localization. Source Control Enable Source Control If source control and service provider are available, connect to source control during localization operations automatically. Enable Auto Submit If source control and service providers are available, allow auto submit during localization operations.
  102. 102. #UE4DD | @UNREALENGINE Localization Dashbord Overview Target Target Detail Cultures Gather Text Service Provider Misc
  103. 103. #UE4DD | @UNREALENGINE ● Localization Target ● Classified by localization category ● Game Targets For project code/asset ● Engine Targets For engine code/asset Localization Target
  104. 104. #UE4DD | @UNREALENGINE Localization Dashboard - Localization Target Target Name Specified for localization target. Conflict Status Show conflict status of localize text. Loading Policy Specified loading conditions for localized text of plugin and DLC.
  105. 105. #UE4DD | @UNREALENGINE Localization Target (Conflict Status) Identify by namespace and key (unique)
  106. 106. #UE4DD | @UNREALENGINE Localization Target (Conflict Status) Not conflict : Texts are defined by different namespace or key
  107. 107. #UE4DD | @UNREALENGINE Localization Target (Conflict Status) Conflict : Texts are assigned by same namespace and key
  108. 108. #UE4DD | @UNREALENGINE Localization Target (Conflict Status) Conflict Status Description Clear Clear state of gather unique to all text. Conflicts Present It’s necessary to resolve conflict text. Unknown State before key match check. Update conflict status by gather text. Check and correct from ✖ button whether there is a conflict or not
  109. 109. #UE4DD | @UNREALENGINE Localization Dashbord Overview Cultures Gather Text Service Provider Target Target Detail Misc
  110. 110. #UE4DD | @UNREALENGINE Gather Text ● Target of gathering text from content (code/files/assets) ● Gather from Text Files Text file (.cpp/.h/.ini ) ● Gather from Packages Asset (.uasset/.umap) ● Gather from Meta Data Meta tag of UPROPERTY
  111. 111. #UE4DD | @UNREALENGINE Localization Dashboard - Gather Text Gather Text Target Dependencies Text present in these targets will not be duplicated in this target. Additional Manifest Dependencies Text present in these manifests will not be duplicated in this target. Required Module Names The names of modules which must be loaded when gathering text. Use to gather from packages or metadata sourced from a module that isn't the primary game module.
  112. 112. #UE4DD | @UNREALENGINE Gather Text (Gather from Text Files)
  113. 113. #UE4DD | @UNREALENGINE Localization Dashboard - Gather Text Gather Text Search Directories The paths of directories to be searched recursively for text files, specified relative to the project's root, which may be parsed for text to gather. Exclude Path Wildcards Text files whose paths match these wildcard patterns will be excluded from gathering. File Extensions Text files whose names match these wildcard patterns may be parsed for text to gather. Should Gather from Editor Only Data If enabled, data that is specified as editor-only may be processed for gathering.
  114. 114. #UE4DD | @UNREALENGINE Gather Text (Gather from Packages)
  115. 115. #UE4DD | @UNREALENGINE Localization Dashboard - Gather Text Gather Text Include Path Wildcards Packages whose paths match these wildcard patterns, specified relative to the project's root, may be processed for gathering. Exclude Path Wildcards Packages whose paths match these wildcard patterns will be excluded from gathering. File Extensions Packages whose names match these wildcard patterns may be processed for text to gather. Collections Packages in these collections may be processed for gathering. Should Gather from Editor Only Data If enabled, data that is specified as editor-only may be processed for gathering. Skip Gather Cache Should we ignore the cached text in the package header and perform a full package load instead?
  116. 116. #UE4DD | @UNREALENGINE Gather Text (Gather from Meta Data)
  117. 117. #UE4DD | @UNREALENGINE Localization Dashboard - Gather Text Gather Text Include Path Wildcards Packages whose paths match these wildcard patterns, specified relative to the project's root, may be processed for gathering. Exclude Path Wildcards Packages whose paths match these wildcard patterns will be excluded from gathering. Should Gather from Editor Only Data If enabled, data that is specified as editor-only may be processed for gathering.
  118. 118. #UE4DD | @UNREALENGINE Localization Dashboard - Gather Text Gather Text Key Specifications Specifications for how to gather text from specific metadata keys. Meta Data Key The metadata key for which values will be gathered as text. Text Namespace The localization namespace in which the gathered text will be output. Text Key Pattern The pattern which will be formatted to form the localization key for the metadata value gathered as text.
  119. 119. #UE4DD | @UNREALENGINE Localization Dashbord Overview Cultures Gather Text Service Provider Target Target Detail Misc
  120. 120. #UE4DD | @UNREALENGINE Export Text / Compile Text / Import Dialogue
  121. 121. #UE4DD | @UNREALENGINE Localization Dashboard Export Text Collapse Mode How should we collapse down text when exporting to PO? Should Persist Comments on Export Should user comments in existing PO files be persisted after export? Useful if using a third party service that stores editor/translator notes in the PO format's comment fields. Should Add Source Locations as Comments Should source locations be added to PO file entries as comments? Useful if a third party service doesn't expose PO file reference comments, which typically store the source location.
  122. 122. #UE4DD | @UNREALENGINE Localization Dashboard Compile Text Skip Source Check Should we skip the source check when compiling translations? This will allow translations whose source no longer matches the active source to still be used by the game at runtime. Validate Format Patterns Should we validate that format patterns are valid for the culture being compiled (eg, detect invalid plural rules or broken syntax). Validate Safe Whitespace Should we validate that text doesn't contain any unsafe whitespace (leading or trailing whitespace) that could get lost during the translation process.
  123. 123. #UE4DD | @UNREALENGINE Localization Dashboard Import Dialogue Raw Audio Path Path to the folder to import the audio from. This folder is expected to contain culture sub-folders, which in turn contain the raw WAV files to import. Imported Dialogue Folder Folder in which to create the generated sound waves. This is relative to the root of the L10N culture folder (or the root content folder if importing native dialogue as source dialogue). Import Native as Source Should the dialogue for the native culture be imported as if it were source audio? If false, the native culture dialogue will be imported as localized data for the native culture.
  124. 124. #UE4DD | @UNREALENGINE Localization Dashbord 概要 Cultures Gather Text Service Provider Target Target Detail Misc
  125. 125. #UE4DD | @UNREALENGINE Localization Dashboard
  126. 126. #UE4DD | @UNREALENGINE Localization Dashboard Base language Localization target languages
  127. 127. #UE4DD | @UNREALENGINE Localization Dashboard Control by language Control for all languages
  128. 128. #UE4DD | @UNREALENGINE Localization Dashboard
  129. 129. #UE4DD | @UNREALENGINE Localization Dashbord (Gather Text) Gather Text Gather text info from asset and source code Import Text Import localized text file (.po) Export Text Export localized text file (.po) Import Script Import dialogue script file (.csv) Export Script Export dialogue script file (.csv) Import Dialogue Import Sound Wave and Dialogue Wave assets Count Word Update translated text count and affect in word count Compile Text Compile translated text and update text data
  130. 130. #UE4DD | @UNREALENGINE Settings
  131. 131. #UE4DD | @UNREALENGINE .ini file (Engine.ini) Internationalization Culture Language that displays all contents from application launching. Language Language that displays texts/assets from application launching. Locale Language that displays format-text from application launching.
  132. 132. #UE4DD | @UNREALENGINE .ini file (Engine.ini) Internationalization CultureMappings It can be replaced with another language. EnabledCultures Only languages specified in configuration can be used. DisabledCultures All languages specified in configuration can’t be used. PreviewGameLaguage Select preview language in PIE or standalone launching. LockLocalization Disable localization and lock text editing (editor only).
  133. 133. #UE4DD | @UNREALENGINE .ini file (Game.ini) Internationalization Culture Language that displays all contents from application launching. Language Language that displays texts/assets from application launching. Locale Language that displays format-text from application launching.
  134. 134. #UE4DD | @UNREALENGINE .ini file (Game.ini) Internationalization CultureMappings It can be replaced with another language. EnabledCultures Only languages specified in configuration can be used. DisabledCultures All languages specified in configuration can’t be used. LockLocalization Disable localization and lock text editing (editor only).
  135. 135. #UE4DD | @UNREALENGINE .ini file (EditorSettings.ini) Internationalization Culture Language that displays all contents from application launching. Language Language that displays texts/assets from application launching. Locale Language that displays format-text from application launching.
  136. 136. #UE4DD | @UNREALENGINE .ini file (EditorSettings.ini) Internationalization ShouldUseLocalizedNumericInput Display numerical values such as property in Editor Language. ShouldUseLocalizedPropertyNames Display Property name in Editor Language. ShouldUseLocalizedNodeAndPinNames Display Blueprint Node and Blueprint Node Pin name in Editor Language. DisplayTimezone Affects the initial time zone value when using DataTime type.

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