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ArticyXImporter
ArticyXImporter for Unreal Engine
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The ArticyImporter plugin for Unreal Engine processes localization data from articy:draft X and integrates it with Unreal's localization system. This allows developers to access and manage localized content efficiently in both C++ and Blueprint. Localization data is automatically stored in String Tables as CSV files, located within ArticyContent/Generated. These string tables are loaded at runtime, and Unreal’s standard localization tools can be used to manage them. Additionally, the generated CSV files must be included in the built game package to ensure proper functionality in shipped products.
In Unreal, when accessing a property that supports localization, the ArticyImporter plugin automatically loads the appropriate localized text based on the current language setting.
*Example: Accessing a localized property**
In this case, the DisplayName property is localized, and the appropriate translation is fetched and displayed based on the active language.
If you have custom properties that need localization, the plugin provides a function, GetPropertyText, to retrieve localized text values for properties defined in articy:draft.
*Example: Using GetPropertyText**
This function retrieves the localized text for a specific property, such as the VoiceActor property in the example above.
Additionally, helper functions for localized properties are generated in the <Project>ArticyTypes.h file. For instance:
This allows you to easily access localized properties using predefined functions.
To change the language in Unreal, you can use the built-in Unreal localization system to change the active language of the game. The String Table system integrated by ArticyImporter will automatically use the correct language for all localized properties.
Ensure that the CSV files generated for string tables are included in your final game package. These are located in the ArticyContent/Generated folder, and they must be loaded at runtime for localization to work properly in the shipped game.
The articy:draft plugin also supports localization in Blueprints, making it easy for non-programmers to work with localized content.
Localized properties can be accessed directly within Blueprints. For example, to access the localized DisplayName of an entity:
You can also access custom localized properties via Blueprints using the generated functions from the ArticyImporter plugin.
You can change the language of the game in Blueprint using the Set Current Culture node, which is part of Unreal's localization system. Once the language is changed, all localized properties will automatically be updated to reflect the new language.
Here is a step-by-step process for working with localization in Unreal, specifically using articy:draft data:
In Unreal Engine, localization with articy:draft is seamless, with the plugin generating String Tables to manage localized text. Standard Unreal localization tools are used to change and manage languages, while custom localized properties can be easily accessed using the GetPropertyText function in C++ or Get Property (Localized) nodes in Blueprint. Always ensure that the generated string tables are included in your packaged game to provide proper localization in your final build.