I am working on a game that is being localized into a few different languages. One of the things we are trying to do is have the dialog that is being spoken also show up as text on a heads up display. We are using the localization dashboard, and as well as dialog waves, and we are including our script lines in the Spoken Text field.
We then wrote a custom function to access the Spoken Text field and display it in a UMG, which works fine in the native language. However when we change cultures, the UMG is still displaying English text (even though subtitles have be translated correctly).
Is there a good way to do this? We like the idea of keeping the script in the dialog waves because of the ease of generating and reimporting localization assets, but is there any way to get the translated Spoken Text into a UMG?
Thanks