Auto Translation translate verse text incorrectly

Summary

If you have a message string in verse with types in the message in brackets. Example - MyMessage_Text(text:string):message = “My Text is {text}” - It will auto-translate the {text} part, making it no longer work in other languages

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

  1. Create a project
  2. Create a verse file
  3. Add any message string with a type, for example MyMessage_Text<localizes>(text:string):message = "My Text is {text}"
  4. In UEFN, click ‘Build’ at the top
  5. Click ‘Export Localization’ and complete that process
  6. Click ‘Build Auto Localization’ in Build Menu.
    7 Open VS code for this project
  7. View the exported localization of any language
  8. View that anything in {} that shouldn’t translate are auto-translated, breaking the experience

Expected Result

To have the auto-translation not translate anything inside of {}

Observed Result

The auto-translate will translate {}, causing any of these message strings to break in translated languages

Platform(s)

All


Image #1 is what this looks like in English. The top right as the time, the amount of votes, and gold counter displaying correctly. When loading the map in Spanish, all those numbers are contained in {} in verse, but it will translate the {}, making the text not display correctly. Note: you can fix this by going into VS code, and manually editing the translations.

2 Likes

I thought that manually editing the Translation files will fail moderation

Oh never mind, I just assumed you could based on my testing. Didn’t attempt to submit to moderation

1 Like

seems it actually is translating the things Inside the {} as seen in the photo below it translated the Parameter Named “String” to “Cadena”,

image

So I thought since some words are just simply NOT translated to try to use them and weirdly it worked.

The WORKAROUND seems to be in the StringToMessage Function to have a weird parameter name like this
image

image

the Auto-Translate ignores it and leaves it as is

4 Likes

It also appears to be happening on Epic’s devices as well.

This is from an Item Placer device.

2 Likes

Another example of an Epic device this time Conditional Button Device.

The {missingitems} variable name is inconsistently translated. Would result in some conditional buttons to display an error.

2 Likes

same here

1 Like

This worked for me

1 Like

The status of FORT-815505 incident has been moved from ‘To Do’ to ‘Ready for QA’. Resolution Reason: ‘Fixed’

2 Likes

Can confirm this is happening

@Mineblo 's workaround works but for epic devices this is still a problem. Upvoted ! :slight_smile:

2 Likes

Thanks everyone, we’ll get this in front of the team.

This is in live version (we just enabled auto translation)

If I was in a bad mood, I’d say that you guys need to change how you hire your engineers this is not very professional :eyes:

I think thats intentional, when you share a translation you probably need to share the keys, I also found that despite it auto-generating characters from 0-F if you manually edit it it supports all normal characters so you can just make a key named “INSPECT” then mass select all chests or buttons that have it and mass edit them to that key (I do agree that a tool that auto combines devices with the same translation to the same key would be cool though)

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Also while true that translating parameters is not working, for strings/messages that never change eg npc dialogue/menu options its better to NOT use StringToMessage functions as that will make translation impossible,

You need to do something like this, and then directly reference them when needed

1 Like

Hello! Do we have any update on this? We would love to activate in our projects, but atm its impossible with this issues.