The problem with using with Unreal Engine
Hi.
This tool is so perfect, but one problem keeps me from using it.
Some of the text in my .po file contains "\r\n", which will divide them into several lines through this tool and will not be available for the Unreal Engine project.
I hope there will be a solution related to this.
Thanks.
POEditor’s behavior is to convert \r\n to \n on export so that it works with all our supported formats.
Could you perhaps use only \n in your code for newlines?
Usually that can be done by changing your IDE settings to encode new lines as \n instead of \r\n.
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종이우산 commented
I apologize for my rashness.
I checked again and found that the case in which the wrap was marked "\r\n" occurred only in the special case where the multi-line text was entered directly from the widget without using StringTable, and that plain text treated with \n was well applied even if the line was divided into lines.
Only the text with the line change applied to "\r\n" was a problem, and The reason is that this tool converts "\r\n" into "\n".
In sum, it is not a problem for the text to be divided into lines, but problems arise if the text contains "\r\n".
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종이우산 commented
When multiline strings are used in the Unreal Editor's String Table, line breaks are marked as "\r\n" on export.
If Source String (Origin String) Hash is changed, the original sentence is judged to have changed and the translation text is not to be applied.Thus, regardless of whether the string concatenation is supported or not, the change in the Source String itself becomes a problem.