I’m trying to setup my project for localization and the GatherText commandlet is harvesting a lot of extra values from the editor that shouldn’t be localized. We just upgraded to version 4.7.6.
I’ve looked at this question, and syncing to the changelist in that thread did fix the animation related issues referenced there. I’m still getting a lot of PinFriendlyName and PropertyTooltip values pulled out, particularly from K2Node_BreakStruct and similar graph nodes. A few examples from the manifest file:
“Source”: { “Text”: “Size of the resource in Slate Units” }, “Keys”: [ { “Key”: “1CE761AC43E23EFB870532B8A5B154E9”, “Path”: “/Game/UI/Blueprints/Shell/Play/BP_LobbyPlayerSlot.BP_LobbyPlayerSlot:GetVoiceIcon.K2Node_BreakStruct_125.PropertyTooltip” },
“Source”: { “Text”: “Texture” }, “Keys”: [ { “Key”: “0377C5CB4E0A85C69E418C9AF92D078D”, “Path”: “/Game/UI/Blueprints/Shell/AvatarCreator/BP_EditHair.BP_EditHair:ChangeFacialHair.K2Node_BreakStruct_71.EdGraphPin_20680.PinFriendlyName” },
I’m even getting a few values from the K2Node namespace, which I can see appear in NSLOCTEXT macros in the editor code:
“Namespace”: “K2Node”,
“Children”: [
{
“Source”:
{
“Text”: “Event”
},
“Keys”: [
{
“Key”: “PinFriendlyDelegatetName”,
“Path”: “/Game/UI/Blueprints/Shell/AvatarCreator/BP_EditAppearance.BP_EditAppearance:EventGraph.K2Node_AddDelegate_339.EdGraphPin_49145.PinFriendlyName”
}
]
},
And a few other similar engine values.
The LocSettings.ini I’m using right now I think is pretty straightforward and similar to others I’ve seen posted online.
[CommonSettings]
SourcePath=Content\Localization\Game
DestinationPath=Content\Localization\Game
ManifestName=LocalizedText.manifest
ArchiveName=LocalizedText.archive
ResourceName=LocalizedText.locres
PortableObjectName=LocalizedText.po
CulturesToGenerate=en
CulturesToGenerate=es
;Get all FTexts from Source
[GatherTextStep0]
CommandletClass=GatherTextFromSource
IncludePaths=Source/Bounty
ExcludePaths=*/Config/Localization/*
SourceFileSearchFilters=*.h
SourceFileSearchFilters=*.cpp
;Get all FTexts from Assets
[GatherTextStep1]
CommandletClass=GatherTextFromAssets
IncludePaths=Content
PackageExtensions=*.umap
PackageExtensions=*.uasset
;Generate Manifest
[GatherTextStep2]
CommandletClass=GenerateGatherManifest
DestinationPath=Content\Localization\Game
;Generate Archives
[GatherTextStep3]
CommandletClass=GenerateGatherArchive
bPurgeOldEmptyEntries=true
;Import new translations from PO (portable object) files into existing archives.
[GatherTextStep4]
CommandletClass=InternationalizationExport
bImportLoc=true
;Export new source from existing archives into PO (portable object) files.
[GatherTextStep5]
CommandletClass=InternationalizationExport
bExportLoc=true
;Generate Localized Text Resource
[GatherTextStep6]
CommandletClass=GenerateTextLocalizationResource
ResourceName=LocalizedText.locres
Any ideas what I could have done to cause these sorts of values to leak into the GatherText results, or a way to work around this?