A way to exclude a Widget from localization gathering?

I’m working on translating a game. We have a lot of widgets with placeholder text that is then replaced in-game. Currently all these placeholder strings are ending up in our .po file.

I know there’s a way of excluding entire directories from being gathered, but is there a way of marking specific Text widgets as “don’t gather” in the editor?

There’s no way to selectively mark text as “don’t gather”, however in 4.12 you’re able to set the namespace on a text property and we’ve used that in places to flag placeholder text so that the translators ignore it.

Sounds like another reason to upgrade to 4.12 :slight_smile:

Is there a way to skip outputting strings with a certain namespace?
I guess I could subclass the commandlet and use that to filter by namespace when outputting strings.

There’s no way to filter asset strings, although that’s not a bad idea (we allow it for meta-data), however I’d probably rather expose the ability to set the “culture-invariant” flag on the text (which means it would be considered unlocalisable and the gather would ignore it).

I have added a “Localized” option for text properties that can be used to set the “culture-invariant” flag. This will be part of 4.14.

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Hey Jamie,

I’m not sure what the granularity of this “Localized” option will be,

will it enable me to, say, exclude 1 particular string from the .manifest

or

will it act at class level and not instance - i.e. if we have an FText property we realize we don’t want to localize, it will be easier to set this option than to change to FString, but that’s about it?

Thanks

It acts per-instance, each FText property/pin can be marked as not localized.

OK cool, thanks

I had updated to 4.14. Can i set the default value of “Localized” to false?
So many UMG 's text is a number or temp value.

No, you can’t, and since it would affect all properties (not just those in UMG), it’s not a setting we’re likely to add either.

Ok, thanks.