Unreal exports
Unreal exports
Section titled “Unreal exports”Poneglyph ships a full Unreal Engine pipeline. The Unreal menu groups every step:
| Menu | What it does |
|---|---|
| Generate Game Text | Builds the dev/debug text used during early development before final loc lands. |
| Export UI | Produces the UI text export for the game’s HUD and menus. |
| Export All Phases | Runs every export phase end-to-end (text, audio, manifest, archive, LocRes). |
| Export Phase… | Runs an individual phase — useful when iterating. |
Phases
Section titled “Phases”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.
| Phase | Output |
|---|---|
| Generate localization | Folder mapping + text per language |
| Generate manifest | Master file describing every loc asset |
| Generate phase | Phase metadata |
| Generate phases | All phases at once |
| Generate TTS | TTS audio renders |
| Generate UAsset (in Unreal) | Calls the Unreal editor to bake assets |
| Generate archive | Zips everything into a deliverable archive |
| Check files | Sanity-check pass before publishing |
Working with Unreal
Section titled “Working with Unreal”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.