I’m building an Oculus Go app that detects the language setting and applies localization to my program automatically, which seems to work fine with text using the localization dashboard: I set the language to French in the HMD and it changes text no problem. But i can’t figure out other assets.
The documentation briefly mentions it’s possible and i managed to right-click on some test assets and “Create Localized asset” which creates a duplicate in the L10N folder, but it does not replace anything when i modify those L10N assets and run/build on device while the text changes fine. I have textures and sprites made from those textures, both internationalized.
Is there some specific way to implement this that isn’t described somewhere? I need to replace video and audio as well, so any experience with that will help too.
So you’ve updated the L10N variants with the correct data and they’re not showing up at runtime?
How are you applying the language when testing?
Localized assets can’t be swapped at runtime once they’ve been loaded, so if you’re doing something which is changing the language late during boot (or later at runtime), then it’s possible that the generic variant has already been loaded at that point.
Okay so it had something to do with the lingering data in the config .ini files, i deleted all the data wholesale (under the “[/Script/Localization.LocalizationSettings]”)and started over again and it seems to be working now. Hope this helps someone
For some reason i can’t reply to comments? I am applying the language by setting the go native language to french in the headset and I was using “-language=fr” in the editor startup parameters, but that seems to have recently stopped working. Any ideas? I have a feeling it’s something to do with ini files or some hidden setting that doesn’t get set properly in gods-know-where.
the headset is still displaying the correct language, but the localized assets still are not