Auto localization affects variables

Summary

Auto localization localizes variables as well.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

  1. Create a customizable message, for example: TimerMsg<localizes>(Time : string) : message = "{Time}"
  2. Build auto-localization
  3. Launch a session

Expected Result

The message should be in the expected language with the variable not affected: “01:25”

Observed Result

The result is “{Temps}” (French example)

Platform(s)

All

Seems to be a duplicate of this Auto Translation translate verse text incorrectly

Just spend 2 hours of my day enabling localization and auto translation on all projects and publishing them. Now gotta spend another 2h to revert after finding out this feature does not work. I don’t understand how Epic can push a feature that is incomplete. This blocks me from making my island more accessible (and I believe I am not the only creator having this issue), which is exactly what Fortnite wants us creators to do.

For me it ruins everything with text markup like HUD device messages and my leaderboard submission popup device text.

Would it be possible to put most of the text that shouldn’t be translated through a String To Message Function like the “<Default>” part etc. Since StringToMessage Functions do not get actually translated

What do you mean? This is my verse now:
Popup.SetDescriptionText(Message(“Key: {XorEncrypt(Score)} {IntToBitString(CurrentSaveDataVersion)}</>\nMap: {MapCode}</>\nName: “,Agent,”\nScore: {ScoreString}</>\n\nScreenshot this (Windows + Shift + R)”))

I have the same issue with HUDs

Would something like this work? Where you put your Localized words ahead of time and use an StM function for all other aspects you don’t want altered

Also I don’t see any kind of formatting elements on the comment aside from the </>

Just tested with Formatting styles mixed and it seemed to work, Correctly translating the intended text while leaving the rest intact

Here’s the final code

MtM<localizes>(Mes:message,Mes2:message):message="{Mes}{Mes2}"
StM<localizes>(ABCDEF:string):message="{ABCDEF}"
operator'+'<public>(Message1:message,Message2:message):message=MtM(Message1,Message2)
StrKey<localizes>:message="Key"
StrMap<localizes>:message="Map"
StrName<localizes>:message="Name"
StrScore<localizes>:message="Score"
StrScreenshot<localizes>:message="Screenshot This"
track_manager := class(creative_device):

    OnBegin<override>()<suspends>:void=
        Test:message=StrKey+StM(":<Header2> 111111 101 </>\n")+StrMap+StM(":<Header2> 1111-1111-1111</>\n")+StrName+StM(":<Header2> NAMEHERE</>\n")+StrScore+StM(":<Header2> 00000</>\n\n<Default>")+StrScreenshot+StM("(Windows + Shift + R)</>")
        PopUp2.SetDescriptionText(Test)
        PopUp2.Show()

Checking thx

1 Like

I just figured out the timer_device has no SetText function so I think I have to scrap my plans. Do you know if there is a way to turn off localization. I turned everything off in the island settings but it stil translates

You can press the flag next to the box and disable localization

1 Like

FORT-856247 has been ‘Closed’ as a duplicate of an existing known issue.