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
Create a project
Create a verse file
Add any message string with a type, for example MyMessage_Text<localizes>(text:string):message = "My Text is {text}"
In UEFN, click ‘Build’ at the top
Click ‘Export Localization’ and complete that process
Click ‘Build Auto Localization’ in Build Menu.
7 Open VS code for this project
View the exported localization of any language
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
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.
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)
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