Is there some way to edit localized text in a packaged game? Without having to re-package the game, I mean.
I tried copying the Content/Localisation folder from the project to the packaged game and edit the stuff there, but when I launch the game, it keeps displaying the previous text (before editing the file). So this localized text is saved somewhere else (I don’t know where).
I tried both with and without using pak file.
Btw, I wouldn’t want to implement my own localization system just for this. Ideally we’d keep using UE4’s localization system. We just need to be able to change the text for all cultures after packaging, without having to release a new package or a patch.
The LocRes files are staged into the PAK file, and the PAK file takes priority over loose files.
You could add your own ILocalizedTextSource with a higher priority than the default FLocalizationResourceTextSource to load in your data from an arbitrary location, or you could use FPolyglotTextData to selectively patch the pieces of text that you need to update.
“or you could use FPolyglotTextData to selectively patch the pieces of text that you need to update.” Is it also possible to add new localization entries to the FTextLocalizationmanager in runtime or is it only for changing pre-existing compiled entries?