bConflictReport

bConflictReport

#Overview

name: bConflictReport

The value of this variable can be defined or overridden in .ini config files. 9 .ini config files referencing this setting variable.

It is referenced in 4 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of bConflictReport is to control the generation of a localization conflict report in Unreal Engine 5. This setting variable is used in the localization system to determine whether a conflict report should be created during the text localization process.

The Unreal Engine subsystems that rely on this setting variable are primarily the Localization module and the UnrealEd module, specifically within the text localization and reporting functionalities.

The value of this variable is typically set in a configuration file. It is read from the configuration using the GetBoolFromConfig function, as seen in the GenerateTextLocalizationReportCommandlet.

This variable interacts with other localization-related variables, such as bWordCountReport, which controls the generation of a word count report.

Developers must be aware that when bConflictReport is set to true, the engine will generate a localization conflict report. This report helps identify conflicts or inconsistencies in the localized text across different languages or versions.

Best practices when using this variable include:

  1. Ensure that the configuration file is properly set up with the desired value for bConflictReport.
  2. Use this report in conjunction with other localization tools and reports for a comprehensive understanding of the localization state.
  3. Regularly review and address the conflicts identified in the report to maintain high-quality localization.
  4. Consider automating the conflict report generation as part of the localization pipeline to catch issues early in the development process.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/Localization/Category.ini:72, section: [GatherTextStep6]

Location: <Workspace>/Engine/Config/Localization/Editor.ini:116, section: [GatherTextStep8]

Location: <Workspace>/Engine/Config/Localization/EditorTutorials.ini:72, section: [GatherTextStep6]

Location: <Workspace>/Engine/Config/Localization/Engine.ini:94, section: [GatherTextStep7]

Location: <Workspace>/Engine/Config/Localization/Keywords.ini:67, section: [GatherTextStep6]

Location: <Workspace>/Engine/Config/Localization/PropertyNames.ini:72, section: [GatherTextStep6]

Location: <Workspace>/Engine/Config/Localization/ToolTips.ini:75, section: [GatherTextStep6]

Location: <Workspace>/Projects/Lyra/Config/Localization/EngineOverrides_Gather.ini:46, section: [GatherTextStep3]

Location: <Workspace>/Projects/Lyra/Config/Localization/Game_Gather.ini:68, section: [GatherTextStep4]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Developer/Localization/Private/LocalizationConfigurationScript.cpp:488

Scope (from outer to inner):

file
namespace    LocalizationConfigurationScript
function     FLocalizationConfigurationScript GenerateGatherTextConfigFile

Source code excerpt:

			ConfigSection.Add( TEXT("WordCountReportName"), GetWordCountCSVFileName(Target) );

			ConfigSection.Add( TEXT("bConflictReport"), TEXT("true") );
			ConfigSection.Add( TEXT("ConflictReportName"), GetConflictReportFileName(Target) );

			Script.AddGatherTextStep(GatherTextStepIndex++, MoveTemp(ConfigSection));
		}

		Script.Dirty = true;

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Commandlets/GenerateTextLocalizationReportCommandlet.cpp:65

Scope (from outer to inner):

file
function     int32 UGenerateTextLocalizationReportCommandlet::Main

Source code excerpt:


	// Settings for generating loc conflict report file
	bool bConflictReport = false;
	
	// Get source path.
	if( !( GetPathFromConfig( *SectionName, TEXT("SourcePath"), SourcePath, GatherTextConfigPath ) ) )
	{
		UE_LOG(LogGenerateTextLocalizationReportCommandlet, Error, TEXT("No source path specified."));
		return -1;

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Commandlets/GenerateTextLocalizationReportCommandlet.cpp:89

Scope (from outer to inner):

file
function     int32 UGenerateTextLocalizationReportCommandlet::Main

Source code excerpt:


	GetBoolFromConfig( *SectionName, TEXT("bWordCountReport"), bWordCountReport, GatherTextConfigPath );
	GetBoolFromConfig( *SectionName, TEXT("bConflictReport"), bConflictReport, GatherTextConfigPath );

	if( bWordCountReport )
	{
		if( !ProcessWordCountReport( SourcePath, DestinationPath ) )
		{
			UE_LOG(LogGenerateTextLocalizationReportCommandlet, Error, TEXT("Failed to generate word count report."));

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Commandlets/GenerateTextLocalizationReportCommandlet.cpp:100

Scope (from outer to inner):

file
function     int32 UGenerateTextLocalizationReportCommandlet::Main

Source code excerpt:

	}

	if( bConflictReport )
	{
		if( !ProcessConflictReport( DestinationPath) )
		{
			UE_LOG(LogGenerateTextLocalizationReportCommandlet, Error, TEXT("Failed to generate localization conflict report."));
			return -1;
		}