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Unreal exports

Poneglyph ships a full Unreal Engine pipeline. The Unreal menu groups every step:

MenuWhat it does
Generate Game TextBuilds the dev/debug text used during early development before final loc lands.
Export UIProduces the UI text export for the game’s HUD and menus.
Export All PhasesRuns every export phase end-to-end (text, audio, manifest, archive, LocRes).
Export Phase…Runs an individual phase — useful when iterating.

A “phase” is one step of the export. The plan’s order matters: generate text first, render TTS / WAVs, build the manifest, then assemble the archive.

PhaseOutput
Generate localizationFolder mapping + text per language
Generate manifestMaster file describing every loc asset
Generate phasePhase metadata
Generate phasesAll phases at once
Generate TTSTTS audio renders
Generate UAsset (in Unreal)Calls the Unreal editor to bake assets
Generate archiveZips everything into a deliverable archive
Check filesSanity-check pass before publishing

Most studios run Unreal exports as part of a daily / per-milestone job rather than every commit. The job center tracks each phase; on failure, View Task Action Logs shows the exact error.

If your studio uses a CSV depot for the Unreal pipeline, the Unreal CSV Depot Checker validates the working set before you export — it catches missing assets and stale references early.