Hello I am trying to find the string table for gamepad inputs, our team wants edit the string table and send that to our localization company. This would be easier than having to build out a custom solution for something that somewhere in the engine, just having trouble finding it…
Anybody who’s able to help would be greatly appreciated 
Hey Oldsiren,
Unreal Engine has a built-in system to deal with localization.
It goes true all the game files and finds all strings that are set up for localisation.
It will add them to a table. You should be able to export this table and send it to your localization company.
it is too complex to explain it in detail here. But ue4 has a lot of documentation on this topic.
That’s not what I mean, we use the localization system extensively. What I’m asking is the string table or where the core text’s are located for the EKey’s inside the engine. Because after inspecting it seems to just be generated without a string table(which seeing Epic do that is disheartening).
And example of what I’m talking about is, if you make a variable of type FKey; set it to something like Gamepad Face Button Top, then use the function GetKeyDisplayName it returns an already localized text that Epic was kind enough to foot the bill on(again thank you Epic
).
The returned text will read(in english) “Gamepad Y” on Xbox. What I’m asking is if they connected a string table to that (and if so WHERE is it located) so I can change “Gamepad Y” to be something else so we can send that to our localization company.
Hey Oldsiren.
I checked and what I found is that it is generated in the InputCoreTypes.cpp
Here is a snippet of the code.
else if (Key == EKeys::Gamepad_FaceButton_Left)
{
return LOCTEXT("XBoxOne_Gamepad_FaceButton_Left", "Gamepad X");
}
else if (Key == EKeys::Gamepad_FaceButton_Top)
{
return LOCTEXT("XBoxOne_Gamepad_FaceButton_Top", "Gamepad Y");
}
else if (Key == EKeys::Gamepad_Special_Left)
{
return LOCTEXT("XBoxOne_Gamepad_Special_Left", "Gamepad Back");
}
else if (Key == EKeys::Gamepad_Special_Right)
{
return LOCTEXT("XBoxOne_Gamepad_Special_Right", "Gamepad Start");
}
This is not what Im talking about
So after reaching to some people, I found out that they are not tied to a localization table(come on Epic, your better than that!) so if you want to tie them to a localization table, you will have to make an engine source change and update each input key to do so… if anybody at Epic sees this PLEASE TIE THESE TO A LOCALIZATION TABLE! Or at least explain why they are not. I’m sure this makes localization more difficult for a ton of other developers and at least having an answer publicly said could help with finding a solution faster!