We have a project where all the dialogue is triggered as SoundWaves with subtitles attached, but Unreal refuses to localise the SpokenText in a SoundWave.
So, in order to avoid having to rewrite a perfectly working blueprint which loads SoundWaves on demand, we’ve created DialogueWaves purely to hold the localised subtitles.
These subtitles now appear in the Gather and we’ve had them localised.
When the SoundWave is triggered, I load the corresponding DialogueWave so that I can display a localised subtitle.
However, the SpokenText field in the DialogueWave always contains the English string.
All other strings in the game are being localised correctly.
Is there a post-load call on the asset to update the string with the localised data, that I’m missing?