[4.4 Localization] Localization Gather Text Completes, Manifests/Archives created, but not all BP FText are present in the archives!

Hi Justin,

Thanks a lot for the info!
I am concerned that if work is going to begin on this by the end of the year, it probably takes until February or March or so until it all works properly? That has the potential to have a real impact on our plans for next year release wise, so I will be sure to let others at Epic know about that as well. Maybe you get a bit more resources then.
Plus your non subscriber licensees must be hitting this stuff pretty hard also, as it is one of those things that effectively makes it impossible to release a big game with standard UE4 right now…

I don’t actually have 700 sound cues, I do have multiple waves in 1 cue, and then I make it randomly pick one of those. However with the dialogue system I would truly need 1 dialogue thing for every wave, given the subtitle text is in there.

We have a player who continuously says one liners. Each line has 4 or so variations, which are combined in 1 cue. The cue then randomly picks one of the variations and plays it.

If I have to begin using the dialogue system, I would use the dialogue player in sound cues so that I could keep all of my cues, with the randomization active as well, but then link them to the dialogues instead. So the ability to add dialogue into cues as you can now is crucial for us, or otherwise I’d have to redo even more.

Also:

A quick way to filter out any dialogue that does not has text set would be great. This is missing for sound waves also. If one of the 700 files lacks subtitles I have no way of knowing this right now other than opening them up one by one.

I believe that the current subtitles from sound waves do not appear correctly on Oculus Rift. I did not look into it all too much but I believe only one 1 eye sees the text. Getting that solid would also be crucial for us.