Localizing Dialogue In Unreal Engine 4.26

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Dan Reynolds Audio

Dan Reynolds Audio

Күн бұрын

Пікірлер: 7
@MarianThe5th
@MarianThe5th Жыл бұрын
Thank you, it was super useful !
@Scionate
@Scionate 3 жыл бұрын
Thanks for this. It's very helpful and is one of the very few resources I could find on this topic.
@FMagno
@FMagno 3 жыл бұрын
Interesting to finally see how to use those dialog waves, I really didn't like how they work, and all the work around needed, but thank you, I can finally have a reference for how they work.
@TisovcikRasto
@TisovcikRasto 2 жыл бұрын
Excellent and super informative video, thanks a lot! 🙂 While going through some other resources, I wondered - what if I want to configure the DialogueWave to be addressed to no one in particular? Should I make a special DialogueVoice asset for "Anyone"? And it looks like I should, I'm glad to see that "Everyone"/"Anyone" is a valid approach. The one last thing which I still have to figure out is why the Voice Actor Direction (in the dialogue CSV) remains empty in all cultures other than the native culture.
@SamEvansNZ
@SamEvansNZ 2 жыл бұрын
This was amazingly helpful, thanks. Interestingly, the subtitle strings seem to be output in two ways - in the main Game.po (after doing Export Text), as well as in the GameDialog.csv file (after doing Export Dialog Script). And you can localize the subtitles either way - the Spoken Text values in the GameDialog.csv seem to override strings imported from the Game.po
@HansLollo
@HansLollo 3 жыл бұрын
I am not sure if it was your Unreal Engine version and/or if you figured this out already, but if you gather the text one last time after your import, your editor language switch should work without a restart.
@robertpiwowarek5354
@robertpiwowarek5354 Жыл бұрын
I did have to go through this recently and I wanted to write about some issues in case someone else finds them. 1. Game.manifest with invalid json - for some reason, sometimes the game.manifest can have artifact which result in it being invalid json - if you see an error like this you can delete the game.manifest and generate it again by gathering text 2. same phrases in Dialogue and other places - dialogues are considered a different namespace (which you can see by looking into .po files through unreal or poedit) - therefore if you have same lines of text in different places, you will have duplicates in the .po files - but whats the worse is that they will not appear next to each other and are easy to miss - therefore you might end up in a situation where you see that you have translation available but its not the correct one and that leads me to the next issue 3. GameDialogue.csv being empty for every culture except native - i happened to have duplicate lines of text (one dialogue, one string table), initially only string table one was translated - when doing export script step, it would result in GameDialogue.csv being empty for every language except english - I managed to fix it by adding duplicate translation 4. Generated dialogue files don't have translated spoken text - I'm not sure if this is the way they should be, I kind of assume not - Even though I have translations in GameDialogue.csv and have imported them and compiled translations, duplicates for every culture that I have do not have translated spoken text - That means that I'm not sure if thats how it should be and I don't have solution yet, they either get translated as some additional step (which I doubt) or something is still going terribly wrong. Anyway thanks for the video, it was very useful in setting things up, now I only have some small issues left to fix :)
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