Sorry for the late reply.
At least right now, exporting dialogue text to some sort of special format for localization purposes only is not possible, but it is something I am looking after implementing.
Some people that I know of using NodeCanvas, have handled localization by using the MetaData for the KEY and have modified the UI code (DialogueGUI.cs) for reading this KEY and fetching the localized version of the text in question, before displaying it.
Once again, a better way for handling localization is already in the roadmap.
If you have any question or need any help with what I suggested above, please let me know.
Thanks!
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