Hi.
I’ve read the docs on localisation and I’ve seen that it basically works either with code macros ((NS)LOCTEXT) or in blueprints. However, a lot of the strings I want to translate are INI-based. Basically I’ve got a lot of CONFIG variables for game objects so they can be easily edited without the need for recompiling.
The page here, https://docs.unrealengine.com/latest/INT/Gameplay/Localization/Setup/index.html , seems to suggest that ini files can be localised (see below,) however, there is no clear example on how ini files must be formatted or what namespace they might use.
;Gather text from source code and configuration files.
[GatherTextStep0]
CommandletClass=GatherTextFromSource
IncludePaths=./Source/
IncludePaths=./Config/
ExcludePaths=*/Config/Localization/*
SourceFileSearchFilters=*.h
SourceFileSearchFilters=*.cpp
SourceFileSearchFilters=*.ini
So, I’m kind of stumped. I’d rather not transfer the hundreds of strings I’ve got into cpp files if possible.
I was also wondering if it was possible to do localisation entirely in ini files, without using the commandlets. For instance, some sort of Game\Config\Localization\{culture}.ini which would contain the text values for each culture. This isn’t the ideal solution, I know, but still.
Any help appreciated, thanks!