![]() ![]() ![]() Which one of these you choose depends on what regions you localize your project for, and these choices can be set in your Project Settings. The culture-specific data that ICU needs to function is stored outside of ICU itself, and UE4 provides some coarse data sets that you can use to minimize your project size:ĮFIGS - English, French, Italian, German, and Spanish (~2.38MB)ĮFIGSCJK - English, French, Italian, German, Spanish, Chinese, Japanese, and Korean (~5.99MB)ĬJK - Chinese, Japanese, and Korean (~5.16MB) Handling Unicode compliant bi-directional (BiDi) text detection. Handling Unicode compliant boundary analysis (characters, words, and line-breaks). Handling Unicode compliant comparison and collation of text. Handling Unicode compliant transformation of text (eg, ToUpper, ToLower). Handling the culture correct plurarity of numbers (during text formatting). Handling the culture correct formatting of numbers (including percentages and currency), and dates and times (including timezone data). Handling the prioritized fallback of cultures. Obtaining the current culture for the platform/OS. ICU is a mature and robust internationalization library that UE4 uses to deal with anything involving culture-specific data or processing, including the following: While they are separate, in UE4 you cannot have localization at runtime without the appropriate internationalization support. The localization system in UE4 is centered around our "text" type, whereas our internationalization support makes use of the International Components for Unicode (ICU) library. However, they are two distinct things, and Unreal Engine 4 (UE4) handles them in different ways. Localization and Internationalization (L10N and I18N) are two concepts that are often combined under the umbrella of "localization". ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |