The correct way of dialogue localization

Hmm… I’ve just find interesting Jamie’s reply in this thread

and he suggest that the DIalogueWave assets should be created FIRST (empty) with predefined texts and that’s how it’s feed to the system as translatable strings.

It sort of makes sense, but I bet that the input should be some kind of string table first - I can’t imagine Epic let us creating the DW assets by hand for thousands of lines, it’s automation candidate for sure, so I wonder if this is the “correct way” to implement the dialogue lines to the system the FIRST TIME… ? Empty DW assets? (Is yes, I have to write a python script for sure :wink: