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Unreal sync

The Unreal sync adapter mirrors Poneglyph data into an Unreal Engine project, working with the standard Unreal localization pipeline.

  1. Sync → Add sync linkUnreal.
  2. Pick the Unreal project root on disk.
  3. Pick which Poneglyph tables to mirror.
  4. Confirm. The first sync drops a Poneglyph helper plugin in Plugins/PoneglyphSync/ if it’s not already there.
  • Lines map to Unreal’s localization keys (via the manifest format Unreal already expects).
  • Translations map to per-language .archive.json entries.
  • Folder structure maps to localization namespaces.

The match is bidirectional but Poneglyph is the authority — on reconnect, Poneglyph pushes its state and Unreal accepts it. Unreal-side edits are sent back as a proposal.

The sync runs alongside the bigger Unreal export pipeline. Sync handles day-to-day text changes; the export pipeline handles full builds, TTS, manifests, and archives.

If you need full control over the Unreal-side files (e.g. for a custom packaging step), turn strict validation off and run the proposal review manually.