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Localization Tutorial Wiki

Welcome to the wiki dedicated to the Localization Tutorial project.

Following pages describe different aspects localization process in Unreal Engine localization system and localization in general. You don't need to follow those posts in any particular order, although I've arranged them from the most basic topics to the most sophisticated ones.

Before you go further here are some valuable resources to chek up:


Pros and cons of Unreal Localization system

You may wonder, whether you should use Unreal's localization system or go with something else. I can't decide for yourself, however below I've put a list of some pros and cons for using it. Of course it's only my biased opinion based on my experiences with Unreal.

Pros:

  • it's build-in and ready-to-use system within the Unreal engine;
  • build-in == compatible with the Unreal, so you don't need to worry if it'll work every time when you upgrades engine version in your project;
  • also, build-in == without additional fees;
  • ready-to-use == you don't need to waste time of creating your own solution;
  • despite being marked as 'experimental', it's stable and works well;
  • it's easy to learn and use;
  • it supports exporting text translations to .PO files, which are a standarized file type, that is dedicated for localization companies.

Cons:

  • localization data needs to be recompiled with every change of text translations...
  • ...that means you can't change translations on the fly without additional effort in order to support fan translations;
  • compiled localization data is binary data, so it can't be merged. That make it hard to work on certain localization data paralelly with other people;
  • if your localization company doesn't want to work with .PO files, then you need to prepare your own solution for loading text translations to your game.

Table of Contents: