6/8/2023 0 Comments Web xloc atYou’ll also need to make sure that XLOC is prepared to accept the PO filename you use, and that your server has support for the UE4 PO format. You can also use -LocalizationBranch if you have different branches of your game running automation at the same time and you don’t want them to conflict (we do this for the UE4 engine release branches). With that done you’ll be able to use your XLOC project with our automation pipeline, by invoking UAT with something like the following arguments (you may also need to pass general UAT arguments to enable source control): Localise -UEProjectDirectory=YourGame -UEProjectName=YourGame -LocalizationProjectNames=YourLocTargetName -LocalizationProvider=YourNameFromStaticGetLocalizationProviderId If you’re using the Localization Dashboard, you’ll need to make sure that your Config/Localization files are generated for your target (which you can do by running the Gather, Import, Export, and Compile steps) and checked into your source control. You may also need to map additional culture codes to XLOC IDs if we don’t map them by default (see GetEpicCultureToXLocLanguageId). You also need to add a static method called StaticGetLocalizationProviderId returning a string, and override GetLocalizationProviderId to return the static version. Our proprietary technology frame streamlines and simplifies the integration of localization into the game development process, and XLOC’s architecture is open to customizable features on top of. Each localized project has a LocProject.json file in the project root, which contains the location of the English resx file, list of languages for localization, and the output path where the localized resx files are to be copied to. What you’ll need to do is create an UAT module for your project (these are in C#, I don’t know how to set them up off-hand), and create a class deriving from XLocLocalizationProvider and fill in the Config data for it (the Server, (XLOC server address), APIKey (XLOC username), APISecret (XLOC password), and LocalizationId (XLOC project ID)). The Localization.XLoc tool is run on the repo root, and it checks for all occurrences of LocProject.json. ![]() ![]() We also use XLOC at Epic, so we have the existing automation in place to work with that provider.
0 Comments
Leave a Reply. |