FAQ
Does it replace the Localization Dashboard?
Section titled “Does it replace the Localization Dashboard?”No, it works with it. Your targets, gather settings and files stay where they are. Dragoman reads and writes the same .manifest, .archive and .locres files, runs Gather and Compile for you, and repairs the setup problems that make Gather fail. You set up languages and gather paths in the Localization Dashboard as before.
Do I need a translation service or an account?
Section titled “Do I need a translation service or an account?”No. Translator packages are plain CSV, Excel, PO or XLIFF files you can send to anyone or load into your translation tool. Machine translation is optional and uses your own DeepL or chat service key, or a model running on your own PC.
Is my text sent anywhere?
Section titled “Is my text sent anywhere?”Only if you use machine translation or the review pass. Then the missing source texts (or the machine translations to review) go to the service you configured, with their context: location, note, maximum length, nearby texts, your project brief, style guide and the glossary terms they use. With a model on your own PC nothing leaves the computer. Nothing goes to tridiART. See What is sent.
Which files can I import?
Section titled “Which files can I import?”The files of Dragoman’s packages, any CSV or Excel sheet with Key and Translation columns, PO files exported by the Localization Dashboard or by tools like Poedit and Crowdin, and XLIFF 1.2 or 2.0 files from translation tools. See Importing.
What is a “changed” (stale) translation?
Section titled “What is a “changed” (stale) translation?”A translation made before its source text was edited. Unreal keeps it but doesn’t use it, so players see the native text. Dragoman shows the old and the new source side by side, so you can keep the translation with one click or update it. See Changed source texts.
How does the review queue decide what is risky?
Section titled “How does the review queue decide what is risky?”Each machine translation gets points for its findings (a broken check counts most), a failed or doubtful review, plural forms, a length close to the maximum and short texts without a note. The riskiest come first, with the reasons. You decide: nothing is accepted until you accept it, one by one or the low-risk ones in one go. See Review queue.
Why is a language at 100 % but the game still shows the native text?
Section titled “Why is a language at 100 % but the game still shows the native text?”The translations were not compiled yet. Click Compile, or look for the Compile needed finding. In a packaged game, also check that the language is in Project Settings > Packaging > Localizations to Package, and that the game loads the target: Repair gather setup finds and fixes both. See Gather setup.
Why does Gather fail?
Section titled “Why does Gather fail?”Most often because of the setup. Some launcher builds (seen in 5.6) ship without Engine.manifest and Editor.manifest, and the default Game target depends on both; a dependency on a target that no longer exists, a missing additional manifest or a target with nothing to gather fail too. When you click Gather, Dragoman says why first, and Repair gather setup fixes it. The Gather window shows the gather’s errors and warnings with hints for known errors, and keeps the full log under Saved/Dragoman/Logs. See Repair gather setup.
How does the font check work?
Section titled “How does the font check work?”Dragoman reads the character maps of the fonts in Fonts To Check (Unreal’s default UI font, Roboto, by default), including composite fonts with their fallback and sub-fonts. It reports the characters of a translation none of them can draw. Add the fonts your UI uses to the setting. See Missing glyphs.
Why isn’t text I typed into a Blueprint graph reported as “Not gathered yet”?
Section titled “Why isn’t text I typed into a Blueprint graph reported as “Not gathered yet”?”Unreal gathers text from Blueprint graph pins out of the compiled Blueprint, and only from nodes that are connected and compiled. Dragoman can’t tell those apart reliably, so it doesn’t report graph texts as not gathered. It does report graph pins that convert a typed-in string with To Text (String).
Does it check text on actors placed in levels?
Section titled “Does it check text on actors placed in levels?”Not yet. The asset checks cover Blueprints, Widget Blueprints, data tables and data assets. Texts on level actors are still gathered by Unreal and their translations are checked like every other text; only the hardcoded-text check doesn’t look at them.
Will it slow down my editor?
Section titled “Will it slow down my editor?”No. Scans run when you click Scan, or in Data Validation for the asset you save. Gather runs in its own process. Nothing runs in the background.
Does it work from the command line?
Section titled “Does it work from the command line?”Yes. The TADragoman commandlet runs the same checks, writes HTML and JSON reports, and returns exit codes for your build machine. It can also repair the setup, gather, export, import, accept changed texts, pseudo-localize, compile, machine translate and review. See Command line & CI.
Does Dragoman add anything to my game?
Section titled “Does Dragoman add anything to my game?”No. It is an editor plugin and nothing of it is packaged. The translations it writes are Unreal’s standard localization files, which your game uses with or without Dragoman.
How much does Dragoman cost?
Section titled “How much does Dragoman cost?”Dragoman is sold on Fab under the Fab Standard License:
- Personal license: $19.99, for individuals and companies with up to $100,000 gross revenue in the last 12 months.
- Professional license: $49.99, above that.
Dragoman is not open source, but its full C++ source code ships with the plugin, so you can build it for your engine version. Get it from ta Dragoman on Fab.
Where do I get help?
Section titled “Where do I get help?”Write to support@tridiart.com. Include your engine version, what you did and, if possible, the commandlet log, the gather log or the JSON report.