Localize Unreal Engine PO files using the localization management platform POEditor following the steps below.
To get started, log in to your POEditor account (if you don't have one, you can create one for free here) and create a project.
1. Localization project setup
Start setting up your project by adding the source and target languages to it.
Then, import the source PO file exported from Unreal Engine to your project, using the Import functionality in the project page. The msgids from your .po file will be imported as the project's terms.
If your msgids are keys and not the strings in the source language, use the option Also import translations to a language to add the source strings from msgstr to the source language in your POEditor project (they will be imported as translations). Then set this language as Default Reference Language in the project's settings.
Other import options are available, such as integrations with Git hosting services or API import, which allow you to automate the process of importing strings to the localization project.
After importing the source strings to the project, you can start assigning people to your project.
2. Translation options for your Unreal-exported .po files
There are multiple translation options you can choose from to get the strings from your source file localized:
- assigning translators to specific languages (by adding them as contributors)
- crowdsourcing translations from your community (using public projects)
- ordering translation services from one of our partners
- using machine translation
3. How to export localized Unreal Engine .po file strings
Whenever you wish, you can export the localized .po files using the Export functionality in the Translation pages.
If you want to include a validation step in your localization process, you can make use of the proofreading option. The proofread flag can be used as a filter for all export options.