Localization
This page explains how to localize your commentary to support multiple languages. The solution depends on whether you only need to translate subtitles, or also audio.
Localizing subtitles only
If all you need to localize is the commentary’s text (but not audio), you can localize it just like you would any other Text in Unreal.
Under the plugin’s Project Settings, simply make sure to check Use the Native Language’s Text Format for Audio. This allows you to freely vary the location of interchangeables across languages without affecting the audio. For example:
- In English: “{Winner:neutral} wins the tournament.”
- In Czech: “Vítězem turnaje se stává {Winner}.” … specifying an inflection is unnecessary
Localizing both subtitles and audio
If you need to localize the entire commentary (including audio), you will need to create separate data tables (that is, to localize the whole asset). Select your commentary data tables in the Content Browser and right click → Asset Localization → Create Localized Asset → language.
You will then find your localized assets in the L10N folder. Now you can replace not only text, but also the sound wave references. You may even alter properties and variant counts based on the needs of the specific language.
Tip: Exporting data tables
To maintain consistent properties across the different data tables versions, it may be useful to edit their data externally. You can export tables by right-clicking them in the Content Browser, and later reimport them in the opened table’s window.