Localizing FATED in Unreal Engine 4 – Part 1

Michaël Dubé —  January 20, 2016 — 2 Comments

Hello again!

Last month I had the mandate to localize FATED in French. As some of you may be aware, Frima Studio is a Québec City-based studio that predominantly speaks French, so it was fun to finally have the script integrated in our native language. One of our characters is even voiced by Nicolas Cage’s official French voice actor. How cool is that?!

Unreal is equipped with a lot of game localization tools, even if they’re not quite as polished as the rest of the engine. In this post, I’ll explain how localization works, from text to voice-over. I’ll also give a few tips on how to modify the engine to allow different culture directly in the editor, which changes are needed to support localization for Steam builds, and, finally, which modifications are required to have the Wwise UE4 integration fully localization-ready. In short, how we managed to have a fully working localized build for FATED!

Before reading on, take note that I worked on the localization using Unreal 4.8.2. We recently upgraded to 4.10.1, so while I can confirm that this is all still valid, some new features may have been added that I’m not aware of.

Localizing Text

If you’re familiar with UE3, you’ll notice how different the localization system is now. Epic pretty much ditched their old system. While UE3’s localization system was lacking in some ways, I personally find that UE4’s localization system sometimes neglects simplicity for an all-around, more robust and polyvalent system that is unfortunately not quite ready yet, which sometimes leads to confusion. In UE3, you just had to use a LOCALIZE macro with some parameters that would point to the correct “.ini” file containing the localized text. In UE4, the process is a bit more convoluted, but once you’ve familiarized yourself with its intricacies, it’s quite easy to use. Now let’s dive in!

FString and FText
If you’re familiar with Unreal development, you already know about FString, which is the custom implementation of strings that is used throughout the engine. For localization, Epic introduced a new class, FText, which needs to be used whenever we wish to localize text content. The usage of FText will then mark said text to be gathered in a later phase of the localization process, the “gathering” phase using a specific commandlet (namely the GatherText commandlet).

NSLOCTEXT
When changing text directly in the code, you need to use the NSLOCTEXT macro. This macro uses three parameters: the namespace of the text, a key to represent this text, and the string literal in the default language, which in our case is English. It looks something like this:

FText chapterSelectTxt = NSLOCTEXT("MainMenuUI", "ChapterSelect", "Chapter Selection");

This will later determine how your language archive is generated. We will look at the .archive file generated in a moment.

GatherText Commandlet
The next step is to actually gather all the FText from your project. This also means that we will be able to get text from every blueprint instance for every map of your game, for example. For this to work, you need to start the UE4 editor with a specific command line. I find that the best way to do this is to create a batch file. So I created the LocalizeJotunn.bat file (Jotunn is the internal codename for FATED), which is located in the same folder as the .uproject file.

set PROJECT_PATH=%CD%
..\..\Engine_4.10.1\Engine\Binaries\Win64\UE4Editor.exe %PROJECT_PATH%/Jotunn.uproject
-Run=GatherText -config="%PROJECT_PATH%/Config/Localization/Game.ini" -log > localization.log

From that file, you can notice a reference to a file named Game.ini in Config/Localization/. You need to create that file: this is where the entire configuration for the GatherText commandlet is going to reside. You can find our config file here: configFile
I strongly recommend you start from that file and adjust for your needs. This file has different sections; let’s take a look at them.

[CommonSettings]
This is where you set where the localization files will reside. It is important that you put the same path that is set under the [Internationalization] section of BaseGame.ini (or your custom %YourGameName%Game.ini). By default, this is the path you should see:

[Internationalization]
+LocalizationPaths=%GAMEDIR%Content/Localization/Game

CommonSettings is also where you get to set the native culture of your game (default language).  After that, using the CulturesToGenerate property, you can list all the languages for which you need to create localization files.

[GatherTextStep*]
There will be a number of GatherTextStep, each with its own Commandlet class. The two most important ones you will want to check are GatherTextFromSource and GatherTextFromAssets. GatherTextFromSource will scan source code for those NSLOCTEXT I mentioned earlier, while GatherTextFromAsset will scan for the FText in your .uasset and .umap.

The documentation on this on the Web is not up to date; at least it wasn’t when I worked on the localization, so follow our file for that. You will mainly want to verify the paths for the objects to gather text from. BEWARE! Some of the required parameters are paths (SearchDirectoryPaths) and some are filters (IncludePathFilters). Both kinda look the same, but for filters you don’t want to miss out on the required asterisk (*)!

I personally found that GatherTextFromAssets was getting too much FText I did not want to localize in the first place. We use a lot of TextRenderComponent in the game that are used in the editor only, and this was polluting the localization archive. Since FATED doesn’t have that much text anyway, I decided to only use GatherTextFromSource and force our texts to be localized in source using the NSLOCTEXT macro. It simplified the process for us, but it may not be what you need for your game.

The other steps (GenerateGatherManifest, GenerateGatherArchive,etc) I did not change, but they are required to actually generate the files that will be in you localization content folder (Content/Localization/Game).

Generated files: .archive and .manifest files
The main generated file that you will want to modify afterward is the .archive file. This is where your actual localization text will be stored. For each language generated, a folder will be created in a Content/Localization/Game that represents it; in our case an “en” and “fr” folder. You can open the .archive file using any text editor. For example:

"Source":
{
        "Text": "2.1 - A New Beginning"
},
"Translation":
{
        "Text": "2.1 - Un nouveau départ"
}

The .manifest file is not meant to be modified, but you can get information on the gathering process there. It could be useful to track down where the text was gathered and the actual key used. Example:

"Source":
{
        "Text": "2.1 - A New Beginning"
},
"Keys": [
{
                "Key": "Chapter4Name",
                "Path": "Source/Jotunn/Private/UI/UIChapterSelect.cpp - line 196"
        }

]

That’s it for Text Localization. I’ll go over the Voice-Over localization using Wwise as well as other things to consider when localizing in my next blog entry next week. I hope this guide has been helpful to you folks out there. See you next week.

 

Mick / Lead Programmer / @Mickd777
www.fatedgame.com

2 responses to Localizing FATED in Unreal Engine 4 – Part 1

Trackbacks and Pingbacks:

  1. Localizing FATED in Unreal Engine 4 – Part 2 « FATED BLOG - January 28, 2016

    […] week, I pick up where I left off last week with Localizing FATED in Unreal Engine 4 – Part 1. I already covered the basis of text localization, i’ll follow up with Voice-Over […]

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