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Localization and text exchange

Current language availability: English only. FText identities, CSV/JSON text exchange, and standard Unreal localization infrastructure do not constitute a release commitment to other languages.

Dialogue text uses Unreal FText identities. Speaker display names and authored dialogue fields carry localization identity; these IDs are not Actor links.

The editor includes CSV and JSON text exchange through Dialogue Asset actions in the Content Browser: Export Dialogue Text (JSON)…, Export Dialogue Text (CSV)…, and Preview and Import Dialogue Text…. Export selected assets, edit text fields, preview import, review conflicts, then apply and save.

Records contain AssetPath, NodeId, RecordId, FieldType, SpeakerTag, Namespace, Key and Text. Preserve identity columns. Do not use an external writer to regenerate GUIDs or change graph topology.

Import preview separates changes, unchanged entries and conflicts; conflicting data must be resolved before application. A text exchange file is not a replacement for graph serialization.

Use Unreal’s localization gathering/translation pipeline for runtime culture-specific text. Include the project’s dialogue content in the relevant localization target, gather and compile translations, then test a packaged build in each supported culture.

CSV/JSON source-text exchange and compiled localization resources solve different problems. This plugin’s exchange API does not imply a custom PO import/export feature.

Preserve placeholders such as {Dialogue.Variable.Score} and Rich Text markup while translating. Test long names, expanded text, punctuation, choice wrapping and fonts with the actual widget.

See UI for rich text binding and audio for localized reading-time behavior.