I am able to display keybinds (FKey) as input hints on player’s screen. However, if the key doesn’t have an icon provided, I resort to engine-provided names of the keys (FKey::GetDisplayName()). However, those names display untranslated, despite that they are stored as FText with proper namespace/key under the hood.
So as far as I understand, text that is not from my project is just not picked up when I use “Gather text” in localization dashboard. Could anyone please elaborate, how am I supposed to translate engine’s text and compile it into the game?