Help on Localization (UMG Widgets).


I’m building my game UI (heavily) around DataAssets+UMG.

Text data are being stored as FStrings on the DataAssets, so the dynamic things as Quest Descriptions, Locations, Item Names etc can be edited there and reflected right on TextFields.

BUT… To UMG Texts that present Labels, I thought that I could use the default Unreal Localization proccess, is there a way to mark a Text Widget to use the “loc exposed” string to its content?

Of course I can still use the DataAsset trick, but I’m asking since I could be doing things that will mess the things on the future.

Thank you!