Reading recommendation: https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/Localization/LocalizationTools/
Gathering Text
All expressive text you write can be localized. Executing the āGather Assetsā command in the Localization Dashboard will retrieve all the text owned by Expressive Text Assets, Widgets and Actors. You can then use your desired localization tool to modify the desired string for each culture youāre targeting.
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Gather Options
This is highly dependant on the way youāre structuring your project, but for most cases you want to make sure āGather from Packagesā is ticked and also set the āIncludePathWildcardsā to ensure all your assets are correctly covered (this includes any maps with ExpressiveTextActors).
Moving Tags
Translators are free to move tags around if they so wish to ā this can be necessary since different languages will have different grammatical rules and might be structured differently.
Hereās a very simple example on localizing
Spider
Man
to Italian while keeping āSpiderā in red and āManā in blue:With great power comes great responsibility: allowing tags to be moved in translations greatly increases the possibility for bugs to occur on certain languages if there are Expressive Text Syntax errors
There is currently no way to preview the translated text while youāre editing it in the translation tools.
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