Unreal sync
Unreal sync
Section titled “Unreal sync”The Unreal sync adapter mirrors Poneglyph data into an Unreal Engine project, working with the standard Unreal localization pipeline.
- Sync → Add sync link → Unreal.
- Pick the Unreal project root on disk.
- Pick which Poneglyph tables to mirror.
- Confirm. The first sync drops a Poneglyph helper plugin in
Plugins/PoneglyphSync/if it’s not already there.
What syncs
Section titled “What syncs”- Lines map to Unreal’s localization keys (via the manifest format Unreal already expects).
- Translations map to per-language
.archive.jsonentries. - 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.
Working with the existing Unreal pipeline
Section titled “Working with the existing Unreal pipeline”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.