Per platform localization

Hello,

Does unreal 5.8 has a mechanism to override per platform string table entries ? We are trying to find a transparent way to display our localized text that require a different wording for the same error on some platform.

While digging inside the code, I noticed the PlatformSplitMode parameter, and when set to All, the string tables located inside /PlatformName/ folders have their InContext. PlatformName set to the expected value when FLocTextHelper::AddSourceText( is called.

Even with a different context (but same key/namespace), they are still flagged added to ConflictTracker both when one is platform agnostic (None) and one platform specific, and when both are platform specific

Inside FLocalizationResourceTextSource::LoadLocalizedResourcesFromPaths( there seems to be a mechanism to load both platform agnostic and specific string table, but both LocRes seems to be loaded with the same priority (which would generate an error in FTextLocalizationResource::ShouldReplaceEntry anyway)

I guess this is just a mechanism to separate string tables / entries exclusively used on their platform then ?

Do you have any advice on how to achieve this as transparently as possible ?

Cheers
Maxime