The correct way of dialogue localization

I have it working in my project after watching this tutorial from Unreal Gems: https://www.youtube.com/watch?v=V_PMK713GoU

This should be the steps, but please let me know if anything is unclear or if additional information is needed:

  1. Manually create RawAudio folder in your project as well as culture sub-folders (in my case I have folders named “en”, “sv-SE” and “is-IS”). Add your localized wave files in these folders.

  2. Create a folder for your dialogues in the Content folder. In my case, I’ve created Audio/Dialog and I’ve duplicated the sound files from RawAudio en folder (since that’s the setup used in the tutorial video).

  3. Inside this folder, add a Dialogue Voice file and configure the file as you see fit and a Dialogue Wave file for each dialogue you want to localize. Inside each Dialogue Wave file you fill out at least “Speaker” (the Dialogue Voice you created, remove directed at if you’re not going to use it), “Sound Wave”, and “Spoken Text”.

Note that if you have multiple dialogue contexts you’ll get multiple translations for the string, as the grammar can differ based on the information provided in Dialogue Voice.

  1. Open Localization Dashboard and add your Dialogue folder to Gather Text > Include Path Wildcards list. Add the path to your RawAudio folder under Import Dialogue > Raw Audio Path and set Import Dialogue > Imported Dialogue Folder to your Dialogue folder.

Note that if you’re using sound waves from one of your localized folders in RawAudio (for example “en”), rather than duplicates in your Dialogue folder, you should probably enable “Import Native as Source”.

Now, run “Gather text” which should add translation text from your Dialogue Wave’s spoken text, and edit translations. When that’s done, press “Count Words”.

  1. Press “Export Scripts” and select folder ´Content/Localization/Game´, which should exist with culture sub-folders. This will generate .csv files in each sub-folder, open one of them and see the dialogues filenames have guids.

  2. Rename the wave files for each dialogue in each language in the RawAudio folder to match the guids in the .csv file.

  3. Run “Import Dialogue” and “Compile Text”.

You can test the dialogue with “Play Dialogue 2D”.

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