How to Separate Audio Language from Text Language

Hi everyone,

I’m currently finishing the localization system for my project and I’m using the built-in Unreal tools:

  • Dialogue Waves + Sound Cues for voice-over

  • .po files for all text and subtitles

Everything works great, but I’ve run into a limitation:

Is it possible to change the text language independently from the audio language using ONLY the built-in UE system?

By default, Unreal ties both text and DialogueWave audio to the same Culture.
I would like to offer players options like:

  • English text + Russian voice

  • Russian text + English voice

  • etc.

Right now:

  • Changing the project culture switches both the subtitles and the DialogueWave audio.

  • I can’t find any way in Blueprint to override only the audio language.

Thank you in advance!

For anyone stumbling upon this, I think you need to define “Culture asset groups”.

Basically, open up your DefaultGame.ini and add file types you want to change with culture (“Audio” is your group name, you can type whatever you want):

[Internationalization.AssetGroupClasses]
+Audio=SoundWave
+Audio=DialogueWave

Then change the asset group with “Set Asset Group Culture”.
EDIT: you then need to restart the level or the game for the changes to apply.

Yes this is the correct solution after a long reseach. However its important to note that this switch’s result CANNOT happen in runtime. You have to reload the level or restart the game to see the changes.

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