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Class=(Class=UnrealEd.WxClient,SuperClass=Engine.Client)
[Errors]
Failed3D=3d hardware initialization failed
DDrawMode=DirectDraw was unable to set the requested video mode
RunningOnSM2=Unreal Editor for `~ does not support your 'Shader Model 2' video card which may have unexpected results. Continue loading anyway?
[General]
FrameWindow=Unreal Level Editor
ViewPersp=Perspective map
ViewXY=Overhead map
ViewXZ=XZ map
ViewYZ=YZ map
ViewOther=Viewport
Color16=&16-bit color
Color32=&32-bit color
AdvancedOptions=Advanced Options
[WxClient]
ClassCaption="WxWindows Manager"
[UnrealEd]
UnrealEdVersion=Unreal Editor for `~\n\nCopyright � 1998-2007. Epic Games, Inc. All rights reserved.\n\nThis product includes codes licensed from NVIDIA;\nUses Bink Video, Copyright � 1997-2006 by RAD Game Tools, Inc.;\nZlib - Copyright � 1995-2004 Jean-loup Gailly and Mark Adler;\nOgg Vorbis libs - � 2007, Xiph.Org Foundation;\nConvexDecomposition - Copyright � 2004 Open Dynamics Framework Group, www.physicstools.org, All rights reserved.\n\nThis computer program, the characters, artwork, trademarks and all other conceivable intellectual property rights related to this\ngame are protected by copyright laws and international treaties. Gears of War was produced through the efforts of many \npeople who earn their livelihood from its lawful use under license. The unauthorized use, copying, or distribution of this game or\nany portion will be prosecuted and may result in civil or criminal penalties.\n\nEngine Version: `~ Changelist: `~
SocketAlreadyExists=A socket with the name '`~' already exists!
ImportedSoundAlreadyExists_F=You are about to import '`~' over an existing sound. Would you like to overwrite the existing settings?\n\nYes or Yes to All: Overwrite the existing settings.\nNo or No to All: Preserve the existing settings.\nCancel: Abort the operation.
ImportedTextureAlreadyExists=You are about to import '`~' over an existing texture. Would you like to overwrite the existing settings?\n\nYes or Yes to All: Overwrite the existing settings.\nNo or No to All: Preserve the existing settings.\nCancel: Abort the operation.
ShowModifiedProperties=Show only modified properties
ToolTip_ShowModifiedProperties=Toggle a filter within all property windows for displaying properties that have been modified.
PropertyWindowMenu=Property Windows
ShowAllPropertyItemButtons=Toggle property item buttons
ToolTip_ShowAllPropertyItemButtons=Toggles whether or not items within a property window show their available action buttons regardless of selection state.
MustBeAtLeastOneCollisionBody=A mesh must contain at least 1 collision primitive.
CheckoutPerforce='`~' is marked read-only. Should I try to check it out of Perforce?
Thumbnails=Thumbnails
Package=Package
Group=Group
Name=Name
NewName=New Name
Error=Error
Enable=Enable
Disable=Disable
SelectGroup=Select Group
SelectLayer=Select Layer
ShowAllPackagesQ=Show All Packages?
PackageFileIsReadOnly=Unable to save package to `~ because the file is read-only!
OpenObjectEditorAreYouSure_F="Are you sure you want to open `~ resource editors?"
OK=OK
Cancel=Cancel
CancelAll="Cancel All"
&OK=&OK
&Cancel=&Cancel
&CancelAll="&Cancel All"
Yes=Yes
No=No
YesToAll=Yes to All
NoToAll=No to All
Groups=Groups
SearchFor=Search For
Close=Close
InsideOf=Inside Of
StartingWith=Starting With
Containing=Containing
Ready=Ready
GoTo=Go To
Delete=Delete
DeleteAll=Delete All
ShowReferencers=Show Referencers
ObjectNotReferenced=Object '`~' Is Not Referenced
SearchForActors=Search For Actors
Tag=Tag
Bind=Bind
Name=Name
FullName=Full Name
PathName=Path Name
F_ObjectsFound=`~ objects found.
PackageGroupName=Package, Group && Name
Info=Info
ResourceSizeK=Size (Kb)
AddSpecial=Add Special
Flags=Flags
Prefabs=Prefabs
Portal=Portal
Mirror=Mirror
Invisible=Invisible
TwoSided=Two-Sided
Solidity=Solidity
Solid=Solid
SemiSolid=Semi-Solid
NonSolid=Non-Solid
ImportBrush=Import Brush
Merge=Merge
MergeFacesQ=Merge Faces?
Options=Options
LightingChannels=Lighting Channels
SolidMesh=Solid mesh (continuous mesh, no gaps or holes)
NonSolidMesh=Nonsolid (contains gaps or holes)
Tool=Tool
Radius=Radius
PerToolQ=Per Tool?
/=/
StrengthPct=Strength (pct)
Terrain=Terrain
Layer=Layer
...=...
ArrayPropertyHeader=...
ImportExport=Import/Export
Import=Import
Export=Export
&Import=&Import
&Export=&Export
ExportAll=Export All
Preview=Preview
PreviewOptions=Preview Options
DlgSoundNodeWaveOptions=Compression Preview Window
EditNodesE=Edit Nodes...
CompressionPercent=Compression Percent
Compress=Compress
FileSize=File Size
Xbox360FileSize=Xbox360 File Size (Bytes)
MeshImport=Static Mesh Import
FontPreview_WindowCaption=Font Preview
FontPreview_PreviewBorder=Preview
FontPreview_DefaultText=The quick brown fox jumped over the lazy dog
FontPreview_ForegroundButton=Foreground
FontPreview_BackgroundButton=Background
FontPreview_CloseButton=Close
Update=Update
UpdateAll=Update All
ChooseFont=Choose Font
Create=Create
Class=Class
Script=Script
FontProperties=Font Properties
FontProperties_SelectedTextureProperties=Selected Texture Properties
FontPages=Font Pages
HeightMapOnlyQ=HeightMap Only?
BakeDisplacementMapQ=Bake DisplacementMap?
New=New
&New=&New
Factory=Factory
SelectImportFactory=Select Import Factory
Exporter=Exporter
SelectExporter=Select Exporter
BuildFromFilePath=Build From File Path
OKToAll=OK To All
TextureProperties=Texture Properties
Texture=Texture
Properties=Properties
Preferences=Preferences
TexturePropertiesCaption=Texture Properties - `~ ( `~ )
BrushBuilder=Brush Builder
Build=Build
BrushBuilderCaption=Brush Builder - `~
UseActorAsParentQ=Use 'Actor' As Parent?
PlaceableClassesOnlyQ=Placeable Classes Only?
ChooseProperty=Choose Property
PropertyName=Property Name
ChooseAnimSlot=Choose Anim Slot
SlotName=Slot Name
ChooseToggleAction=Choose Toggle Action
ToggleAction=Toggle Action
NewCut=New Cut
CutToGroup=Cut To Group
NewSeqKey=New Sequence
Sequences=Sequences
DestSeqNotFoundF=Destination sequence named '`~' not found.
CopyNotifies=Copy Notifies
SomeNotifiesWillNotBeCopiedQ=Some notifies will not be copied because the destination sequence is not long enough. Proceed?
SomeNotifiesWereNotCopiedF=Because the destination sequence was shorter, `~ notifies were not copied.
DestSeqAlreadyContainsNotifiesMergeQ=The destination sequence already contains `~ notifies. Delete these before copying?
SelectedSeqHasNoNotifies=Nothing to do; the selected sequence contains no notifies.
DestAnimSequenceName=Destination sequence name:
DestAndSrcSeqsMatch=Source and destination sequences are the same.
SeqKeyName=AnimSequence:
SelectFaceFXAnim=Select FaceFX Animation
CannotUnmountFaceFXOpenInStudio=Cannot unmount all from FaceFXAsset '`~' - Currently open in FaceFX Studio.
FaceFXAnim=FaceFX Animation:
NoAnimSeqsFound=No AnimSequences Found. Have You Added Some AnimSets To The Track AnimSets Array?
NoSoundCueSelected=Cannot Add Sound. No SoundCue Selected In Browser.
NothingToKeyframe=Nothing to keyframe, or selected object can't be keyframed on this type of track.\nFor example, you can't move a StaticMesh, you must instead use a Mover.
NoActiveTrack=No active track selected. Highlight a track from the list on the left side of the window before adding a keyframe.
TextureGroups=Texture Groups
SoundGroups=Sound Groups
ClusterSounds=Cluster Sounds
ClusterSoundsWithAttenuation=Cluster Sounds With Attenuation
BatchProcess=Batch Process
NewSocket=New Socket
NewBone=New Bone
BoneName=Bone Name
NewSkelControlChain=New SkelControl Chain
RotateAnimSequence=Rotate AnimSequence
RotateDegrees=Rotate Degrees
Axis=Axis
RenameElement=Rename Element
SetTime=Set Time
NewTime=New Time
SetValue=Set Value
NewValue=New Value
SetSoundVolume=Set Sound Volume
Volume=Volume
SetSoundPitch=Set Sound Pitch
Pitch=Pitch
Yaw=Yaw
Roll=Roll
NameSequence=Name Sequence
SequenceName=Sequence Name
RenameEmitter=Rename Emitter
SelectParticleSystem=Select ParticleSystem
NewEmitterLeft=New Emitter Before
NewEmitterRight=New Emitter After
NewGroupName=New Group Name
NewFolderName=New Folder Name
StretchSection=Stretch Section
NewLength=New Length
InsertEmptySpace=Insert Empty Space
Seconds=Seconds
RenameTrack=Rename Track
NewTrackName=New Track Name
RenameGroup=Rename Group
RenameFolder=Rename Folder
CreateNewGroupTab=Create New Group Tab...
SendToGroupTab=Add To Group Tab
RemoveFromGroupTab=Remove From Selected Group Tab
DeleteGroupTab=Delete Group Tab
DuplicateGroup=Duplicate Group
CreateGroupTab_Title=Create Group Tab
CreateGroupTab_Caption=Enter a name for the new group tab:
InterpEd_ChangeGroupFolder=Change Group Folder
InterpEd_MoveActiveGroupToFolder=Move Group Into Folder
InterpEd_MoveGroupToActiveFolder=Move Group Into This Folder
InterpEd_RemoveFromGroupFolder=Remove From Folder
InterpEd_InitialInterpModeComboBox_Desc=Selects the curve interpolation mode for newly created keys.
InterpEd_SnapComboBox_Desc=Selects the timeline granularity that keys will be snapped.
CurveEd_TabComboBox_Desc=Use this to filter curves such that only the selected tab set of curves is visible.
NoGroupToDuplicate=Must Select A Group Before Duplicating
ExportCameraAnim=Export To CameraAnim
ExportCameraAnim_Desc=Saves the active group as a CameraAnim
EnterNewEventName=Enter New Event Name
NewEventName=New Event Name
NewEventKey=New Event Key
SocketName=Socket Name
RenameAnimSequence=Rename AnimSequence
NewSequenceName=New Sequence Name
ActorFactory=Actor Factory
ActorFactoryNotForUseByKismetF=`~ cannot be used in UnrealKismet.
LoadErrors=Load Errors
LoadErrorMsg=The following resources were not found when loading the map. Any references to them were set to NULL.\nWARNING : If you save the map now, these references will be saved as NULL.
MissingFiles=Missing Files
MissingObjects=Missing Objects
ShowNormalsQ=Show Normals?
AffectWidgetOnlyQ=Affect Widget Only?
SoftSelection=Soft Selection
EnabledQ=Enabled?
EngineVersion=Engine Version
AboutUnrealEd=About Unreal Editor for `~ (`~)
OnlineHelp=Online Help...
UDNWarningErrorHelpF1=UDN Warning/Error Help (F1)
Pan=Pan
U=U
V=V
Rotation=Rotation
FlipU=Flip U
FlipV=Flip V
PanU=Pan U
PanV=Pan V
UPanAmount=U Pan Amount:
VPanAmount=V Pan Amount:
RotationAmount=Rotation Amount (Degrees):
Delta=Delta
Relative=Relative
SurfPropMsg=Hold SHIFT while clicking the above buttons to affect surfaces in the opposite direction.
Scaling=Scaling
Simple=Simple
Custom=Custom
RelativeQ=Relative?
Apply=Apply
PropagateToFallback=Propagate Changes to Fallback Material
RegenerateAutoFallback=Regenerate Automatic Fallback
Lighting=Lighting
LightmapResolution=Lightmap Resolution
AcceptsLights=Accepts Lights
AcceptsDynamicLights=Accepts Dynamic Lights
ForceLightmap=Force Lightmap
SurfaceProperties=Surface Properties
Alignment=Alignment
RotPanScale=Rot/Pan/Scale
1=1
2=2
4=4
8=8
16=16
32=32
64=64
128=128
256=256
512=152
1024=1024
45=45
90=90
Search=Search
SearchType=Search Type
SearchScope=Search Scope
CurrentLevel=Current Level
CurrentSequence=Current Sequence
AllLevels=All Levels
MapCheck=Map Check
MapCheckGoto=MapCheckDlg: Goto Actors
ActorSearchGoto=ActorSearchDlg: Goto Actors
ActorSearchSelectActors=ActorSearchDlg: Select Actors
RefreshWithHotkey=Refresh\tF5
Refresh=Refresh
RefreshF5=Refresh (F5)
StoppingMapBuild=Stopping Map Build...
ShowMemStats=Show Resource Memory Usage
Type=Type
Memory=Memory
Message=Message
Actor=Actor
MinimumBoneSize=Minimum Bone Size
OrientAlongBone=Orient Along Bone
CollisionGeometry=Collision Geometry
UseVertsWith=Use Verts With
CreateJoints=Create Joints
WalkPastSmallBones=Walk Past Small Bones
OpenInPhATNow=Open In PhAT Now
NewPhysicsAsset=New Physics Asset
SphylSphere=Sphyl/Sphere
Box=Box
DominantWeight=Dominant Weight
AnyWeight=Any Weight
Material=Material
Parent=Parent
Current=Current
SetAssetPhysicalMaterial=Set Asset Physical Material
PhysicalMaterial=Physical Material
SetAssetDisableParams=Set Asset Disable Params
LinearVelocity=Linear Velocity
LinearAcceleration=Linear Acceleration
AngularVelocity=Angular Velocity
AngularAcceleration=Angular Acceleration
AttachmentBase=Attachment Base
Location=Location
X=X
Y=Y
Z=Z
Autosave_Enabled=Autosaving of maps is ENABLED (Next: `~:`02~ min)
Autosave_Disabled=Autosaving of maps is DISABLED
Autosave_Soon=Autosave will occur in: `~ second(s)
ClipPadSaveAs="Save To Clip Pad"
ClipPadSelect="Paste From Clip Pad"
PasteFrom:="Paste From:"
Patches=Patches
Appearance=Appearance
LayerSetUp=Layer Set Up
None=None
NewTerrainWizard=New Terrain Wizard
Log=Log
OpenTheFile_F=Open the file : '`~'
LockSelectedActorsQ=Lock Selected Actors?
CopyToClipboard=Copy To Clipboard
CompleteCopyToClipboard=Complete Copy To Clipboard (Contains editline objects)
ExpandAllCategories=Expand All Categories
CollapseAllCategories=Collapse All Categories
AddNewItem=Add New Item
RemoveAllItemsFromArray=Remove All Items From Array
InsertNewItemHere=Insert New Item Here
DuplicateThisItem=Duplicate This Item
DeleteItem=Delete Item
ShowGenericBrowser=Show Generic Browser
ShowAllResourceTypes=Show All Resource Types
MaterialsSubMenu=Materials...
CreateMaterialInstanceConstant=Create New InstanceConstant
MaterialInstanceConstantEditor=Edit Existing InstanceConstant
CreateMaterialInstanceTimeVarying=Create New InstanceTimeVarying
MaterialInstanceTimeVaryingEditor=Edit Existing InstanceTimeVarying
AssignMaterial=Assign From Generic Browser
EnterMaterialInstanceName=Enter Material Instance Name
PleaseEnterValue=Please Enter Value
MaterialInstanceNameTaken_F=The material instance name you specified is already taken: `~
NoMaterialFoundCreate=The currently assigned material instance cannot be edited. Do you want to create a new material instance?
UseMouseToPickColorFromViewport=Use Mouse To Pick Color From Viewport
ClearAllText=Clear All Text
UseMouseToPickActorFromViewport=Use Mouse To Pick Actor From Viewport
UseCurrentSelectionInBrowser=Use Current Selection In Browser
CreateANewObject=Create A New Object
EditInlineNewAreYouSure=This operation will destroy any exiting object(s). Are you sure?
UsageFilterTypes[0]="Content Packages"
UsageFilterTypes[1]="Loaded Levels"
UsageFilterTypes[2]="Current Level"
UsageFilterTypes[3]="Visible Levels"
AnimSetViewer=AnimSet Viewer
SkelMesh=Mesh
Anim=Anim
Morph=Morph
MorphSet=MorphSet
MorphTargetSet=MorphTargetSet
MorphTargets=MorphTargets
MorphTarget=MorphTarget
SkeletalMesh=Skeletal Mesh
UseSelectedSkeletalMeshInBrowser=Use Selected SkeletalMesh In Browser
AnimSet=AnimSet
AnimationSequences=Animation Sequences
ExtraMesh1=Extra Mesh 1
ExtraMesh2=Extra Mesh 2
ExtraMesh3=Extra Mesh 3
Mesh=Mesh
AnimSequence=AnimSequence
-None-=- None -
NewAnimSet=New AnimSet
ImportPSA=Import PSA
ImportCOLLADAAnim=Import COLLADA Animation
MeshMenu=Mesh
ImportMeshLOD=Import Mesh LOD...
NewMorphTargetSet=New MorphTargetSet
ImportMorphTarget=Import MorphTarget
ImportMorphTargetLOD=Import MorphTarget LOD
NewMorphTargetName=New MorphTarget Name
RenameMorph=Rename Morph Target
DeleteMorph=Delete Morph Target
WxDlgMorphLODImport_Filename=Filename:
WxDlgMorphLODImport_MorphObject=Morph Target Object
WxDlgMorphLODImport_LODLevel=LOD Index
WxDlgMorphLODImport_Title=Morph Target LOD Import
Error_MustSpecifyNewAnimSetName=Must specify new AnimSet name and package.
Error_MustSpecifyNewMorphSetName=Must specify new MorphTargetSet name and package.
Error_AnimSetCantBePlayedOnSM=AnimSet (`~) cannot be played on Skeletal Mesh (`~).
Error_SelectAnimSetForImport=Please select an AnimSet for importing a PSA file in to.
Error_OperationDisallowedOnCookedContent=The requested operation cannot be performed on a cooked package.
Error_SelectAnimSeqToPasteTo=Please select an AnimSeq to paste to.
Error_SelectAnimSeqToCopyFrom=Please select an AnimSeq to copy from.
Error_NotImplementedForThisType=Copying of AnimNotifiers is not implemented for this type of notifier.
Error_PSACouldNotBePlayed=This PSA could not be played on any loaded SkeletalMesh.\nImport failed.
Error_MustSpecifyNewAnimSetName=Must specify new AnimSet name and package.
Error_SelectMorphSetForImport=Please select a MorphTargetSet for importing MorphTarget(s) in to.
Error_MorphImport_AlreadyExists=A MorphTarget with that name already exists.
Error_MorphImport_CantLoadFile=Could not read the data file (`~)
Error_MorphImport_InvalidMeshFormat=The MorphTarget mesh data was invalid
Error_MorphImport_MismatchBaseMesh=Mismatch between the base mesh and the MorphTarget mesh.
Error_MorphImport_ReimportBaseMesh=The base mesh is missing data that is needed to support morph target blending. Please re-import the base mesh.
Error_MorphImport_MissingMorphTarget=Invalid morph target. Please select an existing morph target.
Error_MorphImport_InvalidLODIndex=Invalid LOD index. LOD indices must match the base mesh LOD indices.
ReimportTexture=Re-Import Texture
CreateNewMaterial=Create New Material
CreateNewMaterialInstanceConstant=Create New Material Instance Constant
CreateNewMaterialInstanceTimeVarying=Create New Material Instance Time Varying
NewMaterialName=New Material Name:
ShowStreamingBounds=Show Streaming Bounds
ClearStreamingBounds=Clear Streaming Bounds
ToolTip_AtomicResourceImport=Re-import resources in all selected packages
Reimport=Reimport
GenerateLOD=Generate LOD...
GenerateUVs=Generate Unique UVs...
ChangeMesh=Change Mesh
LODGenerationSuccessful=LOD Generation Successful.\nThe new triangle count may not exactly match the requested triangle count.
UVGenerationSuccessful=UV Generation Successful. Charts Generated = `~, Max Stretch Generated = `.2~.
MaxUVStretchingText=Max stretching allowed [0-1]:
UVChannelText=UV channel to save results to:
LODChooseText=LOD to generate UV's for:
GenerateUVsTitle=Generate UV Options
LODTriCount=New Triangle Count:
ChooseLODLevel=Choose LOD Level
ChooseUVIndex=Choose UV Index To Generate For
UVIndex=UV Index (From 0):
LODLevel:=LOD Level:
NoFileSelectedForLOD=No .PSK File Selected For LOD
MultipleFilesSelectedForLOD=You May Only Select One File For LOD
LODBoneDoesNotMatch=Bone '`~' Not Found In Base SkeletalMesh '`~'.\nImport Failed.
LODRootNameIncorrect=Root Bone In LOD Is '`~' Instead Of '`~'.\nImport Failed.
LODBoneHasIncorrectParent=Bone '`~' In LOD Has Parent '`~' Instead Of '`~'
LODImportSuccessful=Mesh For LOD `~ Imported Successfully!
LODMissingSocketBone=This LOD Is Missing Bone '`~' Used By Socket '`~'.\nAborting Import.
LODHasSoftVertices=Warning: LOD You Are Importing Has Some Vertices With More Than One Influence.
MeshHasDifferentRoot=Root Bone Is '`~' Instead Of '`~'.\nDiscarding Existing LODs.
LODBoneHasIncorrectParent=Bone '`~' Has Parent '`~' Instead Of '`~'.\nDiscarding Existing LODs.
NewMeshMissingBoneFromLOD=New Mesh Is Missing Bone '`~' Required By An LOD. LOD Will Be Removed.
RemoveLOD=Remove An LOD
GenerateLOD=Generate LOD...
NoLODToRemove=No LODs To Remove!
LODLabel=LOD:
AutoMirrorTable=Auto-build Mirror Table
AutoMirrorNoMatch=No Match For Bone '`~'.
AutoMirrorMultiMatch=Multiple Matches For Bone '`~'.
AutoMirrorProblemCount=Mirror Table Created. There Were `~ Problems.
CheckMirrorTable=Check Mirror Table
CopyMirrorTableToClipboard=Copy Mirror Table To Clipboard
CopyMirrorTableFromMesh=Copy Mirror Table From Selected SkelMesh
NoSourceSkelMeshSelected=No SkeletalMesh selected in Browser.
SrcMeshNoMirrorTable=Selected SkeletalMesh does not have a mirroring table.
SureCopyMirrorTable=This will replace any existing mirror table on the current SkeletalMesh.\nAre you sure?
MirrorTableBad=Mirror Table Bad.\n\nProblem Bones:\n`~
MirrorTableOK=Mirror Table OK
MergeMeshMaterials=Merge Mesh Materials
MergeMaterialSuccess=Success\nMerged From `~ Materials To `~.
SetLODAuto=Set LOD Auto
ForceLODBaseMesh=Force LOD Base Mesh
ForceLOD1=Force LOD 1
ForceLOD2=Force LOD 2
ForceLOD3=Force LOD 3
DefaultShowFlags=Default Show Flags
ShowSkeleton=Show Skeleton
ShowBoneNames=Show Bone Names
ShowReferencePose=Show Reference Pose
ShowMirror=Show Mirror
ShowWireframe=Show Wireframe
ShowFloor=Show Floor
ShowGrid=Show Grid
ShowSockets=Show Sockets
ShowBounds=Show Bounds
ShowCollision=Show Collision
UpdateBounds=Update Bounds
CopyBoneNamesToClipboard=Copy Bone Names To Clipboard
FixupBoneNames=Fixup Bone Names
SwapLODSections=Swap LOD Sections
ResetAnimSet=Reset AnimSet
SeparateRawDataToTracks=Separate Raw Data To Tracks
RemoveTrivialKeys=Remove Trivial Keys
RemoveRedundantKeys=Remove Redundant Keys
RemoveEverySecondKey=Remove Every Second Key
DumpSequenceDataToFile=Dump Sequence Data To File
DetelTrack=Delete Track
AnimSequence=AnimSequence
RenameSequence=Rename Sequence
DeleteSequence=Delete Sequence
CopySequenceName=Copy Sequence Name To Clipboard
CopySequenceNameList=Copy Sequence Name List To Clipboard
ApplyRotation=Apply Rotation
ReZeroCurrentPosition=ReZero On Current Position
RemoveBeforeCurrentPosition=Remove Before Current Position
RemoveAfterCurrentPosition=Remove After Current Position
NewNotify=New Notify
ToggleCloth=Toggle Cloth
ShowUncompressedAnimation=Show Uncompressed Animation
SortNotifies=Sort Notifies
CopyNotifiers=Copy Notifiers
PasteNotifiers=Paste Notifiers
MeshTrisBones_F=Mesh: `~ Tris: `~ Bones: `~
AnimSetNone=AnimSet: None
AnimSet_F=AnimSet: `~ Mem: `.2~MB/`.2~MB
AnimSeqNone=AnimSeq: None
AnimSeq_F=AnimSeq: `~ Len: `.2~s Mem: `.2~KB/`.2~KB
PreviewPos_F=Preview Pos: `3.3~fs
SkeletonTreeCaption_F=Skeleton Tree: `~
ShowBones=Show Bone Selection
HideBones=Hide Bone Selection
SetBonesColor=Set Bone Selection Color
ShowChildBones=Show Child Bone Selection
HideChildBones=Hide Child Bone Selection
SetChildBonesColor=Set Child Bone Selection Color
CopyBoneNameToClipBoard=Copy Bone Name Selection To Clipboard
XAxis=X Axis
YAxis=Y Axis
ZAxis=Z Axis
TranslateSocket=Translate Socket
RotateSocket=Rotate Socket
ClearPreviews=Clear Previews
SocketManager=Socket Manager
Sockets=Sockets
NewSocket=New Socket
DeleteSocket=Delete Socket
File=File
View=View
Notifies=Notifies
MeshNone=Mesh: None
AnimSetEditor_F=Unreal AnimSet Editor: `~
PostProcessEditor_F=Unreal Post Process Editor: `~
AnimSetEditor=AnimSet Editor
ImportPSAFile=Import PSA File
AnimTreeEditor_F=Unreal AnimTree Editor: `~
EditLinkedObj=Edit LinkedObj
AnimSequencePlayer=AnimSequence Player
MorphNodePose=Morph Pose
AddInput=Add Input
AddSkelControlChain=Add SkelControl Chain
DeleteSelectedItem=Delete Selected Item
DeleteSelectedItems=Delete Selected Items
DuplicateSelectedItem=Duplicate Selected Item\tCtrl+W
DuplicateSelectedItems=Duplicate Selected Items\tCtrl+W
ConnectToDiffuseColor=Connect to Diffuse
ConnectToDiffusePower=Conntext to Diffuse Power
ConnectToEmissiveColor=Connect to Emissive
ConnectToSpecularColor=Connect to Specular
ConnectToSpecularPower=Connect to Specular Power
ConnectToOpacity=Connect to Opacity
ConnectToOpacityMask=Connect to Opacity Mask
ConnectToDistortion=Connect to Distortion
ConnectToTransmissionMask=Connect to Transmission Mask
ConnectToTransmissionColor=Connect to Tranmission Color
ConnectToNormal=Connect to Normal
ConnectToCustomLighting=Connect to Custom Lighting
BreakLink=Break Link
BreakAllLink=Break All Links
ToggleLink=Toggle Link
ToggleLinkPIE=Toggle Link for PIE
ConfirmBreakAllLinks=Are you sure you want to break all links?
DeleteInput=Delete Input
NameInput=Name Input
ChangeBone=Change Bone
DeleteSkelControlChain=Delete SkelControl Chain
PauseAnimTree=Pause AnimTree
PreviewSelectedNode=Preview Selected Node
ShowNodeWeight=Show Node Weights
ShowSkeleton=Show Skeleton
ShowBoneNames=Show Bone Names
ShowWireframe=Show Wireframe
ShowFloor=Show Floor
AddPrimitiveIgnore=Add primitive to light ignore list
RemovePrimitiveIgnore=Remove primitive from light ignore list
ClearIgnore=Clear light ignore list
CameraMode=Camera Mode
GeometryMode=Geometry Mode
GeometryModifiers=Geometry Modifiers
BrushClip=Brush Clip
Modifier_F=Modifier [`~]
TerrainEditingMode=Terrain Editing Mode
TextureAlignmentMode=Texture Alignment Mode
CSGAdd=CSG : Add
CSGSubtract=CSG : Subtract
CSGIntersect=CSG : Intersect
CSGDeintersect=CSG : Deintersect
AddSpecialBrush=Add Special Brush
AddVolume=Add Volume (right click for options)
ShowSelectedActors=Show Selected Actors Only
HideSelectedActors=Hide Selected Actors
SelectActors=Select Actors
InvertSelections=Invert Selections
SelectByProperty=Select By Property
SelectByPropertyF=Select By Property (`~ with `~: `~)
ShowAllActors=Show All Actors
ShowHideActors=Show/Hide Actors
CurveEdPresetCaption=CurveEd Preset Selection `~
Saving=Saving
SavingMap=Saving map
ReimportingAssets=Reimporting assets
ExportingLevelToOBJ=Exporting Level To OBJ
CheckingMap=Checking map
RebuildCSGRebuildingDynamicBrushBSPs=Rebuild CSG: Rebuilding Dynamic Brush BSPs
RebuildCSGBuildingBoundingVolumes=Rebuild CSG: Building Bounding Volumes
RebuildCSGOptimizingSubBSPs=Rebuild CSG: Optimizing Sub-BSPs
ApplyingDetailBrushF=Applying detail brush `~ of `~
ApplyingStructuralBrushF=Applying structural brush `~ of `~
IlluminatingBSPF=Illuminating BSP (`~ of `~)
IlluminatingActorsF=Illuminating actors (`~ of `~)
ReimportingAssetF=Reimporting asset (`~ of `~)
EncodingLightMapsF=Encoding light-maps (`~ of `~)
EncodingShadowMapsF=Encoding shadow-maps (`~ of `~)
RaytracingTerrainF=Raytracing terrain (`~ of `~)
CachingDecoLayerLightingF=Caching DecoLayer lighting (`~ of `~)
ReviewingPathsE=Reviewing paths...
ReviewingPaths=Reviewing paths
Undefining=Undefining
CheckingForUnnecessaryPathNodes=Checking for unnecessary PathNodes
PruningReachspecs=Pruning reachspecs
DefiningPaths=Defining Paths
BuildPathsDefining=Build Paths: Defining
BuildPathsNavigationPointsOnBases=Build Paths: Navigation Points on Bases
BuildPathsAddingReachspecs=Build Paths: Adding Reachspecs
BuildPathsAddingLongRangeReachspecs=Build Paths: Adding Long Range Reachspecs
BuildPathsCheckingCrossLevelReachspecsFE=Build Paths: Checking Cross-Level reachspecs (Nav Point `~) ...
AddingForcedSpecs=Adding Forced Specs
BuildPathsAddingForcedSpecsFE=Build Paths: Adding Forced Specs (Nav Point `~) ...
BuildPathsCheckingActorsForErrors=Build Paths: Checking actors for errors
BuildPathsResettingActors=Build Paths: Resetting Actors
BuildingCover=Building Cover
BuildCoverAdjustingCoverSlots=Build Cover: Adjusting Cover Slots
BuildCoverBuildingFireLinksF=Build Cover: Building Fire Links (`~/`~)
BuildCoverBuildingOtherLinksF=Build Cover: Building Other Links (`~/`~)
RaytracingTerrain=Raytracing terrain
CachingDecoLayerLighting=Caching DecoLayer lighting
Merging=Merging
AdjustingBrush=Adjusting brush
FilteringWorld=Filtering world
FilteringBrush=Filtering brush
Transforming=Transforming
ExportingScripts=Exporting scripts
CookingSound=Cooking Sound
CookingSoundf=Cooking Sound `~ of `~ (`~)
SavingPackage=Saving package
SavingPackagef=Saving package `~
SavingPackageE=Saving package...
LoadingPackage=Loading package
LoadingPackagef=Loading package `~
SetBrushProperties=Set Brush Properties
MissingScaleFactor=Missing scale factor
MapScaling=Map scaling
MissingFilename=Missing filename
ImportingMap=Importing map
ExportingMap=Exporting map
ImportingActors=Importing actors
LoadingMap=Loading map
CleaningUpE=Cleaning up...
RebuildingMap=Rebuilding map
RebuildingGeometry=Rebuilding geometry
RebuildingStaticMeshes=Rebuilding static meshes
SmoothStaticMeshes=Smooth static meshes
UnsmoothStaticMeshes=Unsmooth static meshes
ImportingBrush=Importing brush
ExportingBrush=Exporting brush
MergePolys=Merge polys
SeparatePolys=Separate polys
RefreshingAssetBrowser="Refreshing Referenced Asset Browser"
BuildingBSP=Building BSP
RebuildingBSP=Rebuilding BSP
RebuildBSPBuildingPolygons=Rebuild BSP: Building polygons
RebuildBSPMergingPlanars=Rebuild BSP: Merging planars
RebuildBSPPartitioning=Rebuild BSP: Partitioning
RebuildBSPBuildingVisibilityZones=Rebuild BSP: Building visibility zones
RebuildBSPOptimizingGeometry=Rebuild BSP: Optimizing geometry
ReferenceFilter="Calculating Reference Filters"
ReferenceGraphs="Rebuilding Reference Graphs"
ReferenceGraphTreeText="Reference Graph"
Zoning=Zoning
CreatingStaticMeshE=Creating static mesh...
ImportingCOLLADAAnimations=Importing COLLADA animation(s)
COLLADAResources=COLLADA Resources
IlluminatingActors=Illuminating actors
IlluminatingBSP=Illuminating BSP
ImportingSkeletalMeshFile=Importing Skeletal Mesh File
AddingBrushToWorld=Adding brush to world
SubtractingBrushFromWorld=Subtracting brush from world
IntersectingBrushWithWorld=Intersecting brush with world
DeintersectingBrushWithWorld=Deintersecting brush with world
PerformingCSGOperation=Performing CSG operation
LensFlareEditorCaption_F=Unreal LensFlare Editor: `~
LensFlareEditor_SavePackage=Save package
LensFlareEditor_EnableElement=Enable element
LensFlareEditor_DisableElement=Disable element
LensFlareEditor_ElementDuplicate=Duplicate element
LensFlareEditor_ElementAdd=Add element
LensFlareEditor_ElementAddBefore=Add element before
LensFlareEditor_ElementAddAfter=Add element after
LensFlareEditor_DeleteElement=Delete element
LensFlareEditor_ResetElement=Reset element
Error_LensFlareEditor_CantAddBeforeSource=Unable to add before source element.
AddCurve_ScreenPercentageMap=Add ScreenPercentageMap
AddCurve_MaterialIndex=Add Material Index
AddCurve_Scaling=Add Scaling
AddCurve_AxisScaling=Add Axis Scaling
AddCurve_Rotation=Add Rotation
AddCurve_Color=Add Color
AddCurve_Alpha=Add Alpha
AddCurve_Offset=Add Offset
AddCurve_DistMap_Scale=Add DistMap Scale
AddCurve_DistMap_Color=Add DistMap Color
AddCurve_DistMap_Alpha=Add DistMap Alpha
CurvesMenu=Curves
CascadeCaption_F=UnrealCascade: `~
Modules=Modules
TypeData=TypeData
ModuleDump=Module Dump
Edit=Edit
ResetPeakCounts=Reset Peak Counts
UberConvert=Uber Convert
Error_FailedToFindUberModule=Failed to find appropriate uber-module
Error_FailedToConverToUberModule=Failed to convert to uber-module
Error_ExportEmitterLODDiscrepancy=Cannot export emitter due to LOD Level discrepancy
UberModuleConvertConfirm=Convert emitter to Uber module?
CascadeSavePackage=Save Package
CascadeRegenLowestLOD=Regenerate lowest LOD
ViewOriginAxes=View Origin Axes
ViewParticleCounts=View Particle Counts
ViewParticleTimes=View Particle Times
ViewParticleDistance=View Particle Distance
ViewParticleGeometry=View Geometry
Cascade_ViewGeometryProperties=View Geometry Properties
SaveCamPosition=Save Cam Position
EmitterDeleteConfirm=Emitter state is different in other LOD levels.\nAre you sure you want to delete it?
ModuleDeleteConfirm=Module state is different in other LOD levels.\nAre you sure you want to delete it?
Cascade_NoDeleteRequiredOrSpawn=The Required and Spawn modules may not be deleted.
Cascade_ModuleDeleteLODWarning=Cascade: Attempting to delete module while not on highest LOD (0)
ViewModuleDump=View Module Dump
CopyModule=Copy Module
DeleteModule=Delete Module
EnableModule=Enable Module
ResetModule=Reset Module
DuplicateFromHighest=Duplicate highest LOD
DuplicateFromHigher=Duplicate next higher LOD
ShareWithHigher=Share next higher LOD
New_F=New `~
DuplicateEmitter=Duplicate Emitter
DuplicateShareEmitter=Duplicate + Share Emitter
DeleteEmitter=Delete Emitter
ExportEmitter=Export Emitter
Emitter=Emitter
PSys=Particle System
PasteModule=Paste Module
SelectedModule=Selected Module
RestartSim=Restart Sim
ResetInLevel=Reset in level
RestartInLevel=Restart in level
LoopSimulation=Loop Simulation
SaveCameraPosition=Save Thumbnail Image
ToggleOrbitMode=Toggle Orbit Mode
ToggleWireframe=Toggle Wireframe
Casc_ToggleGrid=Toggle Grid
Casc_SetFixedBounds=Set fixed bounds?
ToggleBounds=Toggle Bounds
TogglePostProcess=Toggle PostProcess
Play=Play
Pause=Pause
FullSpeed=Full Speed
50Speed=0.5 Speed
25Speed=0.25 Speed
10Speed=0.1 Speed
1Speed=0.01 Speed
ToggleLoopSystem=Toggle Loop System
ToggleRealtime=Toggle Realtime
BackgroundColor=Background Color
CascadeToggleWireSphere=Toggle Wireframe Sphere
SphereRadius=Sphere Radius:
CascadePerfCheck=Performance Check
CascadeParticlePerfSetupTitle=Performance Setup: `~
CascadeHighLODModuleWarning=UnrealCascade: Attempting to `~ module while not on highest LOD
LODHighest=LOD Highest
LODLowest=LOD Lowest
LODUnset=LOD Unset
CascadeLODLabel=LOD
CascadeLODLow=Jump to lowest LOD Level
CascadeLODLower=Jump to lower LOD level
CascadeLODAddBefore=Add LOD Before Current
CascadeLODAddAfter=Add LOD After Current
CascadeLODHigher=Jump to higher LOD level
CascadeLODHigh=Jump to highest LOD level
CascadeLODAddError=Attempting to create module while not on highest LOD (0)
CascadeLODPasteError=Attempting to paste module while not on highest LOD (0)
CascadeLODCopyError=Attempting to copy module while not on highest LOD (0)
CascadeLODMoveError=Attempting to move module while not on highest LOD (0)
CascadeLODDelete=Delete LOD
CascadeLODRegenerate=Regenerate lowest LOD
CascadeLODRegenerateDuplicate=Regenerate lowest LOD duplicating highest
CascadeCantDeleteLOD=Can't delete - only LOD level
CascadeTooManyLODs=Max LOD levels (8) already present
CascadeRegenLowLODWarningLine1=*** WARNING ***
CascadeRegenLowLODWarningLine2=Regenerating the lowest LOD level will delete
CascadeRegenLowLODWarningLine3=all other LOD levels from the particle system!
CascadeRegenLowLODWarningLine4=Are you sure you want to do so?
Cascade_ShowBloom=Show Bloom
Cascade_ShowDOF= Show DOF
Cascade_ShowMotionBlur=Show MotionBlur
Cascade_ShowPPVolumeMaterial=Show PPVolume Material
SetTime=Set Time
NewTime=New Time
SetValue=Set Value
GetPositionFromAnotherGroup=Select Transform Lookup Group...
ClearGroupLookup=Clear Transform Lookup Group
ClearGroupLookup_F=Clear Transform Lookup Group (`~)
SelectGroupToLookupDataFrom=Lookup Group:
SelectGroup=Select Group
NewValue=New Value
FitHorizontally=Fit Horizontally
FitVertically=Fit Vertically
PanMode=Pan Mode
ZoomMode=Zoom Mode
CurveAuto=Curve (Auto)
CurveUser=Curve (User)
CurveBreak=Curve (Break)
CurveTabCreate=Create Curve Tab
CurveTabDelete=Delete Curve Tab
CreateTab=Create Tab
TabNameInUse=Name '`~' already in use!
DefaultTabCannotBeDeleted=Default tab can not be deleted!
PresetCurves=Preset Curves
SavePresetCurve=Save Preset Curve
Linear=Linear
Constant=Constant
FlattenTangentsToAxis=Flatten Tangents To Axis
StraightenTangents=Straighten Tangents
RemoveCurve=Remove Curve
RemoveAllCurves=Remove All Curves
RemoveAllCurvesPrompt=Are you sure you want to 'Remove All Curves'?
PresetCurve=Preset Curve
SetColor=Set Color
EditProperties=Edit Properties
PropertyWindowEditProperties=PW: Edit Properties
ObjectAssignmentsFailedCrossPackageRefs=Some object assignments failed because of cross-package references.
ResetToDefault=Reset To Default
MaterialInstance_F=Material Instance `~
MaterialInstanceParent_F=Material Instance Parents: `~
MaterialInstanceParent=Material Instance Parents
Parent_F=Parent: `~
PhysicalMaterial_F=Physical Material: `~
PIENeedsToCloseMatineeQ='Play in Editor' must close UnrealMatinee. Continue?
ExportMatineeSequence=Export UnrealMatinee Sequence
ImportMatineeSequence=Import UnrealMatinee Sequence
ImportMatineeSequence_MissingCameras=Create all cameras not in the current UE3 scene but present in the COLLADA document?
ReduceKeys=Reduce Keys
DlgInterpEditorKeyReductionTitle=Key Reduction Options
DlgInterpEditorKeyReductionTolerancePercent=Tolerance (percent):
DlgInterpEditorKeyReductionFullInterval=Full Interval:
DlgInterpEditorKeyReductionIntervalStart=Interval Start:
DlgInterpEditorKeyReductionIntervalEnd=Interval End:
InterpEdWarningList_F=UnrealMatinee detected the following warnings:\n\n`~
GroupOnStaticActor_F=WARNING: Tracks [`~] in Group `~ require a dynamic actor but are instead acting on a Static Actor `~ - this is probably incorrect!\n
GroupOnNonInterpActor_F=WARNING: Tracks [`~] in Group `~ are associated with Actor `~ whose Physics mode is not set to PHYS_Interpolating. This object may not animate correctly in game! Consider changing the physics type to PHYS_Interpolating.\n
InterpEd_ToggleTrackOnNonToggleableLight_F=WARNING: Toggle tracks [`~] in Group `~ are bound to a non-toggleable light actor `~ - this light will be not be toggled by UnrealMatinee! Consider changing the light to an appropriate toggleable light class.\n
InterpEdExpandAllGroups=Expand All
InterpEdExpandAllGroups_Desc=Expand the entire heirarchy of folders, groups and tracks in UnrealMatinee's track window
InterpEdCollapseAllGroups=Collapse All
InterpEdCollapseAllGroups_Desc=Collapse the entire heirarchy of folders, groups and tracks in UnrealMatinee's track window
InterpEdTrackEditor=UnrealMatinee Track Editor
InterpEdCurveEditor=UnrealMatinee Curve Editor
WarnNewMoveTrackOnStatic=WARNING: The track you are creating requires a Dynamic Actor, but the currently active group is using a Static Actor.\nAre you sure you want to create the track?
CannotRemoveFirstMoveKey=Cannot delte first key of a Relative To Initial track.
MatineeActionAlreadyOpen=Selected UnrealMatinee Action Is Being Edited - Please Close Before Doing This.
TransactionIsActive=Undo Transaction Is Active - Cannot Open UnrealMatinee.
Matinee=UnrealMatinee
MatineeCamAnimMode=UnrealMatinee (CameraAnim mode)
OpenMatinee=Open UnrealMatinee
ExitMatinee=Exit UnrealMatinee
AddSwitchConnector=Add Switch
RemoveSwitchConnector=Remove Switch
CopyConnections=Copy Connections
CutConnections=Cut Connections
PasteConnections=Paste Connections
HideOutput=Hide Output
SetActivateDelay=Set Activate Delay
AdjustKey_F=ADJUST KEY `~
CurveEdit=Curve Edit
&Window=&Window
Key_F=KEY `~
KeyFrames=Keys
Frames=Frames
Seconds=Seconds
NewTrack=NewTrack
StretchSection=Stretch Section
DeleteSection=Delete Section
InsertSpace=Insert Space
TrackDelete=Track Delete
GroupDelete=Group Delete
Close=Close
AddKey=Add Key
LoopSection=Loop Section
Stop=Stop
Undo=Undo
Redo=Redo
UndoA=Undo\tCtrl-Z
RedoA=Redo\tCtrl-Y
CurveEditorCaption_F=Unreal Curve Editor: `~
CurveEditor=Curve Editor
ToggleCurveEditor=Toggle Curve Editor
ToggleSnap=Toggle Snap
ViewFitSequence=View Fit Sequence
ViewFitLoop=View Fit Loop
ViewFitLoopSequence=View Fit Loop Sequence
InsertSpaceCurrent=Insert Space At Current
SelectKeysSection=Select Keys In Section
DuplicateSelectedKeys=Duplicate Selected Keys
SavePathBuildingPositions=Save As Path-Building Positions
JumpPathBuildingPositions=Jump To Path-Building Positions
Hide3DTracks=Hide 3D Tracks
ZoomToScrubPos=Zoom To Scrub Position
AddNew_F=Add New `~
DeleteGroup=Delete Group
DeleteFolder=Delete Folder
DeleteTrack=Delete Track
WorldFrame=World Frame
RelativeInitial=Relative To Initial
AddNewEmptyGroup=Add New Empty Group
AddNewDirectorGroup=Add New Director Group
AddNewCameraGroup=Add New Camera Group
AddNewParticleGroup=Add New Particle Group
AddNewSkeletalMeshGroup=Add New Skeletal Mesh Group
InterpEd_AddNewFolder=Add New Folder
UnableToPasteOnlyOneDirectorGroup=Unable to complete paste operation. You can only have 1 director group per UnrealMatinee.
Curve=Curve
InterpMode=Interp Mode
EnsureNotInMode=The requested operation cannot be performed in the current editor mode.
RenameEvent=Rename Event
SetAnimLooping=Set Looping
SetAnimNoLooping=Set Non-Looping
SetStartOffset=Set Start Offset
SetEndOffset=Set End Offset
SetPlayRate=Set Play Rate
NewAnimOffset=New Anim Offset
NewAnimRate=New Anim Rate
PlayRate=Play Rate
NewTransitionTime=New Transition Time
SetTransitionTime=Set Transition Time
FlipToggle=Flip Toggle
ToggleAction=Toggle Action
Time=Time
NewOffset=New Offset
NewKeyTime=New Key Time
NewTime=New Time
NewKeyValue=New Key Value
NewValue=New Value
DeleteSelectedKeys=Delete Selected Keys
MoveEndMarker=Move End Marker
MoveLoopStartMarker=Move Loop Start Marker
MoveLoopEndMarker=Move Loop End Marker
Drag3DCurveHandle=Drag 3D Curve Handle
UpdateKeyframe=Update Key Frame
MoveSelectedKeys=Move Selected Keys
OpenSequence=Open Sequence
LinkedObjectModify=LinkedObject Modify
KismetCaption_F=UnrealKismet: `~
Kismet=UnrealKismet
KismetUpdate=UnrealKismet Update
UpdateList=Update List
KismetUndo_Update_f=Update Sequence Object '`~'
KismetUndo_UpdateMultiple=Update Sequence Objects
QuitKismet=Quit UnrealKismet
ApplyCommentStyle=Apply Comment Style
CommentToFront=Move Comment To Front
CommentToBack=Move Comment To Back
MakeLogicConnection=Make Logic Connection
DeleteSelected=Delete Selected
DeleteSequenceConfirm=Are you sure you want to deleted the selected sequence(s)?
NewComment=New Comment
NewWrappedComment=New Comment (Wrap)
NewCommentWithHotkey=New Comment\tC
EditComment=Change Comment
CommentText=Comment Text:
NewRemoteEvent=New Remote Event
EventName=Event Name:
NewEventName=NewEventName
SetOutputDelay=Set Output Delay
OutputDelayText=Delay:
SetInputDelay=Set Input Delay
InputDelayText=Delay:
Paste=Paste
NewObjectInvalidLocation=This is not a valid location for a new Sequence Object.
NewObject=New Object
NewEvent=New Event
NewVar=New Var
BreakLink=Break Link
ExportSequence_F=Export Sequence `~
ImportSequence=Import Sequence
LinkEvent=Link Event
LinkObject=Link Object
OpenParentSequence=Open Parent Sequence
ZoomToFit=Zoom To Fit
HideUnusedConnectors=Hide Unused Connectors
ShowAllConnectors=Show All Connectors
ShowHideUnusedConnectors=Show/Hide Unused Connectors
ToggleCurvedConnections=Toggle Curved Connections
SearchTool=Search Tool
OpenNewKismetWindow=Open New Window
ObjectNone=Object: None
ObjectStatus_F=Object: [`~] Status: `~
Object_F=Object: [`~]
NewAction=New Action
NewCondition=New Condition
NewVariable=New Variable
NewComment=New Comment
NewEventsUsing_F=New Events Using `~,...
NewObjectVarsUsing_F=New Object Vars Using `~,...
NewEventUsing_F=New Event Using `~
NewObjectVarUsing_F=New Object Var Using `~
KismetCantHaveCrossLevelReferences_F=UnrealKismet operation failed: can't have cross level reference from `~ to `~
CreateNewSequence=Create New Sequence
ExposeVariable=Expose Variable
ExposeOutput=Expose Output
PasteHere=Paste Here
ImportSequence_F=Import sequence `~
UpdateLatest_F=Update '`~' to latest version
SelectEventsActors=Select Event(s) Actor(s)
ForceFireEvent=Force Fire Event
AssignToEvents_F=Assign `~ To Event(s)
SelectAssigned_F=Select `~ in viewports
AssignToObjectVars_F=Assign `~ To Object Variable(s)
InsertToObjectListVars_F=Insert `~ Into Object List
RemoveFromObjectListVars_F=Remove `~ From Object List
ClearObjectVars=Clear Object Variable(s)
FindUses_F=Find Uses Of `~
FindDefinition_F=Find Definition Of `~
BreakAllOpLinks=Break All Links To Object(s)
HideUnusedConnectors=Hide Unused Connectors
ShowAllConnectors=Show All Connectors
RenameSelectedSequence=Rename Selected Sequence
ExportSequenceToPackage=Export Sequence To Package
BreakAllLinks=Break All Links
BreakLinkTo=Break Link To
CreateNewVar_F=Create New `~ Variable
BreakEventLinks=Break Event Links
KismetSearch=UnrealKismet Search
Results=Results
CommentsNames=Comments/Names
ReferencedObjectName=Referenced Object Name
NamedVariable=Named Variable
NamedVariableUse=Named Variable Use
RemoteEvents=Remote Events
ReferencesRemoteEvent=Remote Event References
SearchRemoteEvents=Search For Matching Events
Diffuse=Diffuse
Emissive=Emissive
Specular=Specular
SpecularPower=Sp.Power
Opacity=Opacity
OpacityMask=Op.Mask
Distortion=Distortion
TransmissionMask=TMission Mask
TransmissionColor=TMission Color
Normal=Normal
CustomLighting=Custom Lighting
MaterialEditor=Material Editor
MaterialEditorCaption_F=Unreal Material Editor: `~
AddNewMaterialExpression=Add new material expression
CreateCompoundExpression=Create compound expression
Error_ExpressionAlreadyBelongsToCompound_F=`~: expression belongs to compound `~.
Error_ExpressionCompoundsCantContainOtherCompounds_F=`~: compound expressions cannot contain other compounds.
Error_CantCreateMaterialExpressionCompound=Can't create material expression compound.
Warning_MaterialEditorFallbackParameterMismatch=Warning: Some parameters in the Fallback Material do not also exist in the Base Material: `~ \nMaterial Instances won't be able to access these parameters. Do you want to continue anyway?
PreviewCaption_F=Preview: `~
PropertiesCaption_F=Properties: `~
MaterialExpressionListCaption_F=Material Expressions: `~
MaterialExpressions=Material Expressions
ToolTip_ToggleGrid=Toggle Grid
PhAT=UnrealPhAT
Tree=Tree
EmptyBodyFound=Bodies was found with no primitives!\nThey have been reset to have a box.
BodyMissingFromSkelMesh=The following Bones are in the PhysicsAsset, but not in the SkeletalMesh.\nThey should probably be removed from the PhysicsAsset:\n\n`~
EditBodyProperties=Edit Body Properties
EditConstraintProperties=Edit Constraint Properties
Tools=Tools
UnableToMoveToInvisibleLevel=Unable to move actors to levels that are invisible.
UnableToSaveInvisibleLevels=Save aborted. Levels must be made visible before they can be saved.
ChangeSkelMesh=Change Default SkeletalMesh
NoSkelMeshSelected=No SkeletalMesh Selected.\nSelect the SkeletalMesh in the Generic Browser that you want to use as the new Default SkeletalMesh for this PhysicsAsset.
SureChangeAssetSkelMesh=Are you sure you want to change the PhysicsAsset '`~' to use the SkeletalMesh '`~'?
BoneMissingFromSkelMesh=The SkeletalMesh is missing bone '`~' needed by this PhysicsAsset.
ResetEntireAsset=Reset Entire Asset
ResetSelectedBoneCollision=Reset Selected Bone Collision
SetPhysicalAssetMaterial=Set Physical Asset Material
ApplyPhysicalAssetMaterial=Apply Selected Physical Material to All Bodies
ApplyPhysicalAssetMaterialF=Apply `~ to All Bodies
ApplyPhysicalAssetMaterial_HelpText=Applies the physical material currently selected in the generic browser to all bodies.
CopyToAllJoints=Copy Joint Settings To All Joints
CopyToAllJointsWarning=This will set all joints in the PhysicsAsset to the same settings as the selected one.\nAre you sure?
ShowSimOptions=Show Sim Options
TranslationMode=Translation Mode [W]
RotationMode=Rotation Mode [E]
ScalingMode=Scaling Mode [R]
Snap=Snap [A]
CopyPropertiesTo=Copy Properties To.. [C]
InstanceProps=Instance Properties [I]
DrawGroundBox=Draw Ground Box
ToggleGraphicsHierarchy=Toggle Graphics Hierarchy
ToggleViewContacts=Toggle View Contacts
ShowSelectedBoneInfluences=Show Selected Bone Influences
ToggleMassProperties=Toggle Mass Properties
DisableCollisionWith=Disable Collision With...
EnableCollisionWith=Enable Collision With...
WeldToThisBody=Weld To This Body.. [D]
AddNewBody=Add New Body
AddSphere=Add Sphere
AddSphyl=Add Sphyl
AddBox=Add Box
DeleteCurrentPrimitive=Delete Current Primitive [DEL]
DuplicateCurrentPrimitive=Duplicate Current Primitive
ResetConstraintReference=Reset Constraint Reference
ConvertToBallAndSocket=Convert To Ball-And-Socket
ConvertToHinge=Convert To Hinge
ConvertToPrismatic=Convert To Prismatic
ConvertToSkeletal=Convert To Skeletal
DeleteCurrentConstraint=Delete Current Constraint
UpdateFromAnim=Update From Anim
PlayAnimOnAsset=Play Anim
ShowFixed=Show Fixed Bodies
ShowAnimSkel=Show Animation Skeleton
BodiesConstraints_F=`~ BODIES, `~ CONSTRAINTS
Sim=SIM
EnableCollision=ENABLE COLLISION...
DisableCollision=DISABLE COLLISION...
CopyPropertiesTo=COPY PROPERTIES TO...
WeldTo=WELD TO...
MakeNewBody=MAKE NEW BODY... (DblClick in TreeControl)
Lock=LOCK
WeldBodies=Weld Bodies
PhATPlayAnim=Play Anim
MoveElement=Move Element
MoveConstraint=Move Constraint
AddNewPrimitive=Add New Primitive
DeleteBody=Delete Body
DeletePrimitive=Delete Primitive
UnfixBody=Unfix Body
UnfixBodyBelow=Unfix All Bodies Below..
FixBody=Fix Body
FixBodyBelow=Fix All Bodies Below..
Motorise=Enable Motor
Unmotorise=Disable Motor
MotoriseBelow=Enable Motors Below..
UnmotoriseBelow=Disable Motors Below..
SoundCueEditorCaption_F=Unreal SoundCue Editor: `~
PlaySelectedNode=Play Selected Node
PlaySoundCue=Play SoundCue
PlaySound=Play Sound
StopSound=Stop Sound
LoopSound=Loop Sound
PreviewControls=Preview Controls
SoundNodeWave_F=SoundNodeWave: `~
DeleteSelectedNodes=Delete Selected Node(s)
Triangles_F=Triangles: `~
Vertices_F=Vertices: `~
OpenEdges_F=Open Edges: `~
DoubleSidedShadowTriangles_F=Double Sided Shadow Triangles: `~
UVChannels_F=UV Channels: `~
NumPrimitives_F=Num Primitives: `~
FracMeshInfo_F=Mesh: `~ Chunks, `~ Tris Drawn
FracToolInfo_F=Tool: `~ Chunks
UVOverlay_F=Showing UV channel `~ for LOD `~
StaticMeshEditor=Static Mesh Editor
StaticMeshEditorCaption_F=Unreal Static Mesh Editor: `~
MaterialInstanceEditor=Material Instance Editor
MaterialInstanceEditorCaption_F=Unreal Material Instance Editor: `~
MaterialInstanceFloatValue_F= (`~)
MaterialInstanceTextureValue_F= (`~)
MaterialInstanceFontValue_F= (Font=`~ Page=`~)
MaterialInstanceVectorValue_F= (R=`~, G=`~, B=`~, A=`~)
MaterialInstanceStaticSwitchValue_F= (`~)
MaterialInstanceStaticComponentMaskValue_F= (R=`~, G=`~, B=`~, A=`~)
LikeToKeepExistingCollision=Would You Like To Keep Existing Collision Data?\nAnswering 'No' Will Replace Existing Data With Data From Imported Mesh.
OverwriteCollisionData=Overwrite Existing Collision Data?\nAnswering 'Yes' Will Replace Existing Data With Data From Imported Mesh.
Extrude=Extrude
ExtrudeToBevel=Extrude to Bevel
ExtrudeToPoint=Extrude to Point
Revolve=Revolve
Sheet=Sheet
2DShapeEditor=2D Shape Editor
Open2DShape=Open 2D Shape
SaveAs=Save As
PackageFileIsReadOnly=Unable to save package to `~ because the file is read-only!
2DShapeEditorCaption_F=2D Shape Editor - [`~]
Selecting=Selecting...
ProcessingSkeletalTriangles=Processing Mesh Triangles
SelectingActors=Selecting Actors
SelectingBrushes=Selecting Brushes
ActorMovement=Actor Movement
; dice-begin [PRO] Adding light manager
LightMultiplier=Light Multiplier
LightBrightness=Light Brightness
LightColor=Light Color
LightEnabled=Light Enabled
LightCompositeDynamic=Light Composite Dynamic
LightTag=Light Tag
; dice-end
InterpEdit=InterpEdit
MaterialEditorEditProperties=Material Editor: Edit Properties
MaterialEditorCleanUnusedExpressions=Material Editor: Clean Unused Expressions
MaterialEditorMakeConnection=Material Editor: Make Connection
MaterialEditorBreakConnection=Material Editor: Break Connection
MaterialEditorBreakAllConnections=Material Editor: Break All Connections
MaterialEditorTogglePreview=Material Editor: Toggle Preview
MaterialEditorResizeComment=Material Editor: Resize Comment
MaterialEditorNewExpression=Material Editor: New Expression
MaterialEditorNewComment=Material Editor: New Comment
MaterialEditorNewCompound=Material Editor: New Compound
MaterialEditorPaste=Material Editor: Paste
MaterialEditorDelete=Material Editor: Delete
SoundCaption_F=Sound `~
AllFiles=All Files|*.*
SavePackage=Save Package
PasteToWorldOrigin=Paste To World Origin
MirroringActors=Mirroring Actors
HideUnselected=Hide Unselected
UnHideAll=UnHide All
ApplyBrushTransform=Apply Brush Transform
ReplaceSelectedBrushActors=Replace Selected Brush Actors
ReplaceSelectedNonBrusActors=Replace Selected Non-Brush Actors
SelectAll=Select All
SelectInside=Select Inside
SelectInvert=Select Invert
SelectOfClass=Select Of Class
SelectSubclassOfClass=Select Subclass Of Class
SelectDeleted=Select Deleted
SelectMatchingStaticMesh=Select Matching Static Mesh
ToggleDynamicChannel=Toggle Dynamic Channel
SelectAllLights=Select All Lights
SelectAllLightsWithSameClassification=Select Lights Matching Classification
SelectKismetReferencedActors=Select UnrealKismet Referenced Actors
SelectKismetUnreferencedActors=Select UnrealKismet Unreferenced Actors
SelectMatchingZone=Select All Actors in Matching Zone
MoveActiveTrackOrGroup=Move Active Track Or Group
CutActiveTrackOrGroup=Cut Active Track Or Group
PasteActiveTrackOrGroup=Paste Active Track Or Group
NeedToSelectGroupToCopy=No active track or group to copy. Please highlight a track or group to copy by clicking on the track or group's name to the left.
NeedToSelectGroupToPaste=No active group to paste into. Please highlight a group to copy by clicking on the group's name to the left.
CopyGroup=Copy Group
CopyGroup_Desc=Copy the active group to the UnrealMatinee clipboard.
CutGroup=Cut Group
CutGroup_Desc=Cut the active group to the UnrealMatinee clipboard.
CopyTrack=Copy Track
CopyTrack_Desc=Copy the active track to the UnrealMatinee clipboard.
CutTrack=Cut Track
CutTrack_Desc=Cut the active track to the UnrealMatinee clipboard.
PasteGroupOrTrack=Paste Group/Track
PasteGroupOrTrack_Desc=Paste a previously copied group or track from the UnrealMatinee clipboard.
PasteGroup=Paste Group
PasteGroup_Desc=Paste a previously copied group from the UnrealMatinee clipboard.
CropAnimationKey=Crop Animation Key
CopyConstraint=Copy Constraint
CopyJointSettingsToAll=Copy Joint Settings To All
ShiftLevelInLevelBrowser=Shift level in Level Browser
NewSequence=New Sequence
ChangeLightClassification=Change Light Classification
ConvertMeshes=Convert Meshes
ToggleSurfaceFlags=Toggle Surface Flags
SelectActorsByGroup=Select Actors By Group
TextureManipulation=Texture Manipulation
PasteTextureToSurface=Paste Texture to Surface
BrushSet=Brush Set
DeleteActors=Delete Actors
SetActors=Set Actors
ResetActors=Reset Actors
DuplicateActors=Duplicate Actors
SnapActorsToFloor=Snap Actors To Floor
AlignBrushVertices=Align Brush Vertices
Planar=Planar
Fit=Fit
Default=Default
Defaults=Defaults
NewVolume=New Volume
Box=Box
Face=Face
Groups=Groups
ReferencedAssets=Referenced Assets
Browser=Browser
BrowserCaption_F=Browser: `~
TerrainBrowser=Terrain Layer Browser
Group_F=Group`~
VisibleQ=Visible?
SelfContainedLighting=Self Contained Lighting
BoundingBoxQ=Draw Bounding Box?
LockedQ=Locked?
LayerDesc_F=`~ (`~ actors)
Layers=Layers
Actors=Actors
Object=Object
OpenPackage=Open Package
Levels=Levels
Open=Open
Browser=Browser
Root=Root
Duplicate=Duplicate
Save_F=Save: `~
ChooseADirectory=Choose A Directory
Packages=Packages
Rename=Rename
NewGroup=New Group
UnrealEdCaption_F=`~ - Unreal Editor for `~ (`~)
Untitled=Untitled
Undo_F=Undo : `~
Redo_F=Redo : `~
Undo_FA=Undo : `~\tCtrl-Z
Redo_FA=Redo : `~\tCtrl-Y
UndoLastAction=Undo the last action
RedoLastAction=Redo the last action
ImportingMap=Importing Map
MapSaved=Map Saved
Heightmap=Heightmap
UnrealEd=UnrealEd
2x2Split=2x2 Split
1x2Split=1x2 Split
1x1SplitH=1x1 Horizontal Split
1x1SplitV=1x1 Vertical Split
OriginalLocation=Original Location
WorldOrigin=World Origin
World=World
Local=Local
NoPropagation=No Propagation
PlayOnF=Play On `~
PlayInEditor=Play In Editor
LocalStandalone=Local Standalone
Perspective=Perspective
Top=Top
Side=Side
Front=Front
Maximize_Viewport=Maximize Viewport
BrushWireframe=Brush Wireframe
Wireframe=Wireframe
Bounds=Bounds
Collision=Collision
LockCamera=Lock Camera
SaveThumbnailAngle=Save Thumbnail Angle
6DOP=6DOP simplified collision
10DOPX=10DOP-X simplified collision
10DOPY=10DOP-Y simplified collision
10DOPZ=10DOP-Z simplified collision
18DOP=18DOP simplified collision
26DOP=26DOP simplified collision
SphereSimplifiedCollision=Sphere Simplified Collision
AutoConvexCollision=Auto Convex Collision
RemoveCollision=Remove Collision
RemoveCollisionPrompt=Are you sure you want to remove the collision mesh?
NeedSimpCollisionForFracture=This mesh requires a collision model to make a fractured mesh.
NoFractureInfo=You must use Random to create chunks before slicing.
FractureFailedInvalidLOD=The fracture tool currently only supports operating on static meshes with a base LOD only.
SMMergeNoMeshSelected=Couldn't merge, no valid static mesh is selected in the generic browser.
SMMergeFracMeshAlreadyHasCore=This FracturedStaticMesh already has a Core mesh.
SMMergeFracMeshCoreNoCollision=Core mesh for FracturedStaticMesh needs collision model.
SMMergeConfirmMerge=Merge the selected static mesh? (`~)
MergeScale=Merge Scale
FractureTool=Fracture Tool
MergeStaticMesh=Merge StaticMesh (Add Core)
NumChunks=Num Chunks
Generate=Generate
Cluster=Cluster
Slice=Slice
PlaneBias=Plane Bias
Amount=Amount
Randomize=Randomize
FracturingMesh=Fracturing Mesh
Choppingizing=Choppingizing
BuildingMesh=Building Mesh
ViewChunk=Show Chunks
ViewChunkMode=Show Mode
ViewOnly=View Only
ViewAllBut=View All But
ViewUpTo=View Up To
ShowCuts=Show Cuts
Destroyable=Destroyable
RootChunk=Support Chunk
ChunkOptions=Chunk Options
ChunkSelection=Chunk Selection
GenerateChunks=Generate Chunks
ChunkShape=Chunk Shape
ModifyPoints=Modify Points
AddNoise=Add Noise
GrowSelection=Grow Selection
ShrinkSelection=Shrink Selection
SelectTop=Select Top
SelectBottom=Select Bottom
AddCore=Add Core
AdjustCore=Adjust Core
RemoveCore=Remove Core
AcceptCore=Accept Core
CancelCore=Cancel Core
Core=Core
Viewing=Viewing
NeedsSlicing=, NEEDS SLICING
Unlit=Unlit
Lit=Lit
LightingOnly=Lighting Only
LightComplexity=Light Complexity
ShaderComplexity=Shader Complexity
TextureDensity=Texture Density
LightmapDensity=Lightmap texture density
SHOWFLAGS=SHOW FLAGS
BuilderBrushSF=Builder Brush\tB
StaticMeshesSF=Static Meshes\tW
SkeletalMeshesSF=Skeletal Meshes
SpeedTreesSF=SpeedTrees
TerrainSF=Terrain\tT
TerrainPatchesSF=Terrain Patches
TerrainCollisionSF=Terrain Collision
FoliageSF=Foliage
BSPSF=BSP\tQ
BSPSplitSF=BSP Split
CollisionSF=Collision\tC
GridSF=Grid
BoundsSF=Bounds
PathsSF=Paths\tP
NavigationNodesSF=Navigation Nodes\tN
MeshEdgesSF=Mesh Edges
ModeWidgetsSF=Mode Widgets
LargeVerticesSF=Large Vertices
ZoneColorsSF=Zone Colors
PortalsSF=Portals
HitProxiesSF=Hit Proxies
ShadowFrustumsSF=Shadow Frustums
KismetReferencesSF=UnrealKismet References\tK
VolumesSF=Volumes\tO
FogSF=Fog\tF
PostProcessSF=PostProcess Effects
UnlitTranslucencySF=Unlit Translucency
CameraFrustumsSF=Camera Frustums
ParticlesSF=Sprite Particles
LightInfluencesSF=Light Influences
MeshParticlesSF=Mesh Particles
SelectionSF=Selection
ActorTagsSF=Actor Tags
MissingCollisionSF=Missing Collision
DecalsSF=Decals\tE
DecalInfoSF=Decal Info
LightRadiusSF=Light Radius\tR
AudioRadiusSF=Audio Radius
SceneCaptureUpdatesSF=Update Scene Captures
FreezeRenderingSF=Freeze Rendering
LevelColorationSF=Level Coloration
LensFlareSF=Lens Flares
PropertyColorationSF=Property Coloration
SpritesSF=Sprites
ConstraintsSF=Constraints
DynamicShadowsSF=Dynamic Shadows
StreamingBoundsSF=Streaming Bounds
CollisionModes=Collision Modes
ZeroExtent=Zero Extent
NonZeroExtent=Non-Zero Extent
RigidBody=Rigid Body
Normal=Normal
300Pct=300 percent
200Pct=200 percent
100Pct=100 percent
50Pct=50 percent
25pct=25 percent
10Pct=10 percent
5Percent=5 percent
2Percent=2 percent
1Percent=1 percent
64x64=64x64
128x128=128x128
256x256=256x256
512x512=512x512
1024x1024=1024x1024
ThumbnailFormat=Thumbnail Format
Filter=Filter
List=List
Preview=Preview
ReferenceDepth="Reference Depth"
DirectRefsTooltip="Directly Referenced Only"
AllRefsTooltip="All Referenced"
CustomRefsTooltip="Custom Depth"
ShowDefaultReferences="Include Assets Referenced By Defaults"
ShowScriptReferences="Include Assets Referenced By Script"
Poly=Poly
Edge=Edge
Vertex=Vertex
Shape=Shape
Bezier=Bezier
SplitEdges=Split Edges
OpenEdges=Open Edges
UVOverlay=UV Overlay
UseCurrentTexture=Use Current Texture
RemoveSelectedActors=Remove Selected Actors
AddSelectedActors=Add Selected Actors
DeselectActors=Deselect Actors
SelectActors=Select Actors
MakeAllGroupsVisible=Make All Groups Visible
DeleteSelectedActorsGroup=Delete Selected Actors from Group
AddSelectedActorsGroup=Add Selected Actors to Group
RenameE=Rename...
NewE=New...
&NewE=&New...
2Degrees=2 Degrees
5Degrees=5 Degrees
22Degrees=22 Degrees
45Degrees=45 Degrees
90Degrees=90 Degrees
AutoSaveInterval1=1
AutoSaveInterval2=5
AutoSaveInterval3=10
AutoSaveInterval4=15
AutoSaveInterval5=30
UseRotationGrid=Use Rotation Grid
UseDragGrid=Use Drag Grid
ScaleGrid=Scale Grid
SnapScaling=Snap Scaling
ToolTip_SnapScaling=If enabled, all scaling operations will scale in increments of the selected percentage value.
ToolTip_Autosave=Click to toggle Autosave
SelectAllSurface=Select All Surfaces
SelectSurfaces=Select Surfaces
XorWithMemory=Xor With Memory
AndWithMemory=And With Memory
OrWithMemory=Or With Memory
RecallMemory=Recall Memory
MemorizeSet=Memorize Set
Reverse=Reverse
AdjacentSlants=Adjacent Slants
AdjacentFloors=Adjacent Floors
AdjacentWalls=Adjacent Walls
AdjacentCoplanars=Adjacent Coplanars
AllAdjacents=All Adjacents
MatchingTexture=Matching Texture
MatchingBrush=Matching Brush
MatchingItems=Matching Items
MatchingGroups=Matching Groups
SyncGenericBrowser=Sync Generic Browser
MakeActorLevelCurrentF=Make Current Level: `~
MakeActorLevelCurrentMultiple=Make Current Level: <multiple levels>
SelectLevels=Select Levels
SelectLevelsOnly=Select Only These Levels
DeselectLevels=Deselect Levels
CopySelectedActorsInNonCurrentLevel=Some selected actors are not in the current level and will not be copied.
SurfacePropertiesF=Surface Properties (`~ Selected)
CSG=CSG
Subtractive=Subtractive
Additive=Additive
Polygons=Polygons
Separate=Separate
FromBrush=From Brush
ToBrush=To Brush
Order=Order
ToLast=To Last
ToFirst=To First
PathOptions=Path Options
ComplexPathOptions=Complex Options
ClearForcedPaths=Clear Forced Paths
ClearProscribedPaths=Clear Proscribed Paths
StitchCover=Stitch Cover Links
ForcePaths=Force Paths
OverwriteNavPointsInRoute=Route: Overwrite NavPoints
AddNavPointsToRoute=Route: Add NavPoints
RemoveNavPointsFromRoute=Route: Remove NavPoints
ClearNavPointsFromRoute=Route: Clear NavPoints
OverwriteLinksInCoverGroup=CoverGroup: Overwrite Links
AddLinksToCoverGroup=CoverGroup: Add Links
RemoveLinksFromCoverGroup=CoverGroup: Remove Links
ClearLinksFromCoverGroup=CoverGroup: Clear Links
ProscribePaths=Proscribe Paths
RebuildSelectedPaths=Rebuild Selected Path(s)
AutoPosition=Auto Position
FindKismetF=Find `~ In UnrealKismet
SyncGenericBrowser=Sync Generic Browser
PropertiesSelectedF=`~ Properties (`~ Selected)
AddActor=Add Actor
AllTemplates=All Templates
AddRecent=Add Recent
AddF=Add `~
AddHereF=Add `~ Here
MRU=MRU
Help=Help
AboutUnrealEdE=About Unreal Editor for `~ (`~)
ReplaceSkeletalMeshActors=Replace SkeletalMeshActors
CheckMapForErrorsE=Check map for errors...
CheckForErrorsE=Check for errors...
SetFolder=Set Folder...
NewTerrainE=New Terrain...
PlayLevel=Play Level (Ctrl spectates)
OnF=On `~
InEditor=In Editor
DlgGeometryToolsTitle=Geometry Tools
StopBuild=Stop Build
DlgBuildProgressTitle=Building Map...
Status=Status
DlgProgressTitle=Please Wait...
Progress=Progress
BuildStatus=Build Status
BuildProgress=Build Progress
TheFollowingLevelsAreHidden=The following levels are hidden:
UpdatePrefabHiddenLevelsQ=Prefabs in hidden levels will not be updated. Continue with prefab update?
HiddenLevelsContinueWithBuildQ=These levels will not be rebuilt; also, leaving them hidden may invalidate what is built in other levels. Continue with build?
BuildAll=Build All
BuildCover=Build Cover
BuildCombatZones=Build Combat Zones
AIPaths=AI Paths
Lighting=Lighting
Geometry=Geometry for Current Level
BuildVisibleGeometry=Geometry for Visible Levels
BuildVisibleGeometry_HelpText=Builds geometry for all visible levels.
AddVolumePopUp=Add Volume
Brush=Brush
ContinueQ=Continue?
ExportE=Export...
BulkExportE=Bulk Export...
FullLocExportE=Full Loc Export...
Prompt_AboutToBulkExportNItems_F=About to bulk export `~ items. Proceed?
Prompt_ExportGroupsAsSubDirs=Export groups to their own subdirectories?
Prompt_ExportLocBinaries="Would you like to export binary data as well? Choose Yes to export localized binaries such as .WAVs; choose No to export only the localized text files."
Prompt_ExportLocCompareAgainstDefaults="Only export localization for values that differ from their defaults?"
ImportE=Import...
AddMover=Add Mover
Deintersect=Deintersect
Intersect=Intersect
Subtract=Subtract
Add=Add
Fullscreen=Fullscreen
BrushMarkerPolys=Brush Marker Polys
TogglePrefabLock=Toggle Prefab Lock
// Dice-begin: Henrik - adding toggle for forcing keeping of lighting
ToggleKeepLighting=Keep lighting regardless of lights changing
// Dice-end
ViewportConfiguration=Viewport Configuration
OpenNewFloatingViewport=New Floating Viewport
OpenNewFloatingViewport_Perspective=Perspective
OpenNewFloatingViewport_Perspective_Desc=Opens a new detached perspective window that can be freely moved and resized.
OpenNewFloatingViewport_OrthoXY=Orthographic Top (XY)
OpenNewFloatingViewport_OrthoXY_Desc=Opens a new detached orthographic top (XY) window that can be freely moved and resized.
OpenNewFloatingViewport_OrthoXZ=Orthographic Side (XZ)
OpenNewFloatingViewport_OrthoXZ_Desc=Opens a new detached orthographic side (XZ) window that can be freely moved and resized.
OpenNewFloatingViewport_OrthoYZ=Orthographic Front (YZ)
OpenNewFloatingViewport_OrthoYZ_Desc=Opens a new detached orthographic front (YZ) window that can be freely moved and resized.
OpenNewFloatingViewport_Error=Failed while trying to create a new floating viewport window.
FloatingViewportWindowTitle_F=UnrealEd Floating Viewport `~
ResizeTopAndBottomViewportsTogether=Resize Top And Bottom Viewports Together
ToolTip_ResizeTopAndBottomViewportsTogether=Locks the vertical sash so that the top and bottom viewports share the same width.
RotationGrid=Rotation Grid
AutoSaveInterval=AutoSave Interval
DragGrid=Drag Grid
WorldProperties=World Properties
ActorProperties=Actor Properties
BrowserWindows=Browser Windows
Generic=Generic
Level=Level
ActorClasses=Actor Classes
ActorsSelected=`~ Actors Selected
ActorsClassSelected=`~ `~s Selected
StatusBarMouseWorldspacePosition=Mouse: (`~, `~, `~)
StatusBarWidgetPosition=Position: (`.2~, `.2~, `.2~)
StatusBarWidgetRotation=Rotation: (`.2~`~, `.2~`~, `.2~`~)
StatusBarWidgetScale=Scale: (`.2~`~, `.2~`~, `.2~`~)
StatusBarNoChange=( No Change )
SelectNone=Select None
Copy=Copy
Cut=Cut
PasteAsChild=Paste As Child
CopyA=Copy\tCtrl-C
CutA=Cut\tCtrl-X
PasteA=Paste\tCtrl-V
PasteAsChildA=Paste As Child\tCtrl-B
Scale=Scale
Rotate=Rotate
Translate=Translate
ShowWidget=Show Widget
Exit=Exit
E&xit=E&xit
Recent=Recent
&Recent=&Recent
SaveAll=Save All
ForceSaveAll=Force Save All
SaveA&ll=Save A&ll
Save&AsE=Save &As...
SaveAsE=Save As...
Save=Save
SaveCurrentLevel=Save Current Level
&SaveCurrentLevel=&Save Current Level
SaveAllLevels=Save All Levels
OpenE=Open...
&OpenE=&Open...
IntoNewMapE=Into New Map...
IntoExistingMapE=Into Existing Map...
AllE=All...
SelectedOnlyE=Selected Only...
AddsSolids=Adds/Solids
Subtracts=Subtracts
SemiSolids=Semi Solids
NonSolids=Non Solids
Select=Select
SnapToGrid=Snap To Grid
ConvertStaticMesh=Convert to Static Mesh
AddVolumePopup=Add Volume
SnapToFloor=Snap To Floor
AlignToFloor=Align To Floor
MoveActorToGrid=Move Actors To Grid
Align=Align
AlignCameras=Align Cameras
ToggleLockLocations=Toggle Lock Locations
SnapViewToActor=Snap View to Actor
SelectAllF=Select all `~
SelectMatchingStaticMeshesThisClass=Select Matching Static Meshes (This Class)
SelectMatchingStaticMeshesAllClasses=Select Matching Static Meshes (All Classes)
SaveBrushAsCollision=Save Brush As Collision
ConvertKActorToStaticMesh=Convert KActor to StaticMeshActor
ConvertKActorToMover=Convert KActors to Mover
ConvertStaticMeshToKActor=Convert StaticMeshActor To KActor
ConvertStaticMeshToMover=Convert StaticMeshActor To Mover
ConvertStaticMeshToFSMA=Convert StaticMeshActor To Fractured
ConvertFSMAToStaticMesh=Convert Fractured to StaticMeshActor
ConvertCollisionModelToBrush=Convert Collision Model To Brush
ConvertMoverToStaticMesh=Convert Mover To StaticMeshActor
ConvertMoverToKActor=Convert Mover To KActor
ChooseFracturedMesh=Choose Fractured Mesh
FracturedStaticMesh=FracturedStaticMesh
ConvertMenu=Convert
SelectMatchingSpeedTrees=Select Matching Speed Trees
CleanBSPMaterials=Clean BSP Materials
AddPickupLights=Add Pickup Lights
CleanBSPMaterialsReportF=Cleared `~ BSP material references. Check log window for further details.
AOE_EnterNewProfileName=Enter New Profile Name
AOE_ProfileName=Profile Name
AOE_NoProfileName=Invalid Profile Name
AOE_DuplicateProfileName=Profile with that name already exists.
AOE_DelAreYouSure=Are you sure you want to delete the profiel '`~'?
LightAffectsClassificationMenuEntry=Set what this Light Affects
ConvertLightToLightDynamicAffecting=Affecting only Dynamic Objects
ConvertLightToLightStaticAffecting=Affecting only Static Objects
ConvertLightToLightDynamicAndStaticAffecting=Affecting both Dynamic and Static Objects
DlgTipOfTheDay_HelpText_TipOfTheDay=Shows the tip of the day dialog.
DlgTipOfTheDay_Title=Tip of the Day
DlgTipOfTheDay_TipOfTheDay=Tip of the Day
DlgTipOfTheDay_ShowTipsAtStartup=Show tips at startup
DlgTipOfTheDay_NextTip=Next Tip
BindEditorHotkeys=Bind Editor Hotkeys
DlgBindHotkeys_Title=Bind Hotkeys
NotBound=(Not Bound)
LoadConfig=Load Config
SaveConfig=Save Config
ResetToDefaults=Reset To Defaults
LoadKeyConfig=Load Key Configuration
SaveKeyConfig=Save Key Configuration
PressKeysToBind=Press hotkey combo to bind to (Escape Cancels)
KeyAlreadyBound=The key combination entered is already bound to a command:\n`~\n\nIf you continue, this command will be unbound. Continue binding?
AreYouSureYouWantDefaults=Are you sure you want to reset to defaults?
EmitterAutoPopulate=Auto-populate
EmitterReset=Reset
EmitterPopupMenu=Emitter Options
Reset=Reset
MoveHere=Move Here
MoveHereSnapped=Move Here (snapped)
MoveCenterSelection=Move To Center Of Selection
Pivot=Pivot
MirrorXAxis=Mirror X Axis
MirrorYAxis=Mirror Y Axis
MirrorZAxis=Mirror Z Axis
Transform=Transform
ApplyMaterial=Apply Material
ApplyMaterialF=Apply Material : `~
PlanarWall=Planar Wall
PlanarFloor=Planar Floor
ExportAllScripts=Export All Scripts
NewFromFileE=New From File...
FullyLoadE=Fully Load
FullyLoadingPackages=Fully loading packages
NeedsToFullyLoadPackageF=Package `~ is not fully loaded. Do you want to fully load it? Not doing so will abort the '`~' operation.
SaveE=Save...
MakeCurrent=Make Current
LevelAlreadyExistsInWorld=A level with that name already exists in the world.
ShowSelectedLevelsInSceneManager=Show Selected In Scene Manager
ShowOnlySelectedLevels=Show Only Selected Levels
ShowOnlyUnselectedLevels=Show Only Unselected Levels
SaveSelectedLevels=Save Selected Levels
ShowSelectedLevels=Show Selected Levels
HideSelectedLevels=Hide Selected Levels
ShowAllLevels=Show All Levels
HideAllLevels=Hide All Levels
SelectAllLevels=Select All Levels
DeselectAllLevels=Deselect All Levels
InvertLevelSelection=Invert Level Selection
SelectAllActors=Select All Actors
SelectionMode=Selection Mode
MoveSelectedActorsToCurrentLevel=Move Selected Actors To Current Level
SetStreamingVolumes=Set Streaming Volumes
AddStreamingVolumes=Add Streaming Volumes
ClearStreamingVolumes=Clear Streaming Volumes
SelectAssociatedStreamingVolumes=Select Associated Streaming Volumes
Unload=Unload
UnloadE=Unload...
Load=Load
NewLevel=New Level
NewLevelFromSelectedActors=New Level From Selected Actors
ImportLevelE=Import Level...
RemoveLevelFromWorld=Remove Level From World
MergeVisibleLevels=Merge Visible Levels
SelectStreamingMethod=Select Streaming Method
StreamingMethod:=Streaming Method:
CheckOut=Check Out
CheckInE=Check In...
Revert=Revert
AddE=Add...
RevisionHistoryE=Revision History...
MoveToTrashE=Move To Trash
SourceControl=Source Control
CopyReference=Copy Reference\tCtrl+C
ExportFileE=Export to File...
NameSuffix=Name Suffix
EnableNameSuffixQ=Name Suffix?
SavePackagesQ=Save Packages?
CheckoutPackagesQ=Checkout Packages?
WithReferences=With References
References=References
CannotDeleteList=Cannot delete: \n`~
CannotDuplicateList=Cannot duplicate object: '`~'\n`~
DeleteWithReferences=Delete With References
ReplaceExistingObjectInPackage_F=An object [`~] of class [`~] already exists in package [`~]. Do you want to replace the existing object? If you click 'Yes', the existing object will be deleted. Otherwise, click 'No' and choose a unique name for your new object.
TexturePackage=Texture Package
TextureGroup=Texture Group
TargetPackage=Target Package
ClassMoveInfoAlreadyExistsQ=Relocation information for class '`~' already exists. Replace?
CreateClassMoveInfo=Create Class Relocation Info
TargetGroup=Target Group
ClassRelocation=Class Relocation
MoveWithReferences=Move With References
ShowReferences=Show Referenced Assets
DuplicateWithReferences=Duplicate With References
PropertiesE=Properties...
CreateStaticTextureE=Create Static Texture...
TextureViewer=Texture Viewer
SoundNodeWavePreview=Sound Quality Previewer
SoundCueEditor=Sound Cue Editor
PhysicsAssetEditor=Physics Asset Editor (PhAT)
CreateNewPhysicsAsset=Create New Physics Asset
CreateNewFaceFXAsset=Create New FaceFX Asset
FaceFXStudio=FaceFX Studio
ImportFromFXA=Import from .FXA...
ExportToFXA=Export to .FXA...
CreateFaceFXAnimSet=Create New FaceFX AnimSet...
EditorCascade=Editor (UnrealCascade)
ParticleCopyParameters=Copy parameters to clipboard
EditorLensFlare=LensFlare Editor
AnimTreeEditor=AnimTree Editor
PostProcessEditor=PostProcess Editor
LvlToggleVis=Visibility
LvlToggleBoundingBox=Bounding Box
LvlMakeCurrent=Make Current
ActorBrowser_ViewMenu=Actor Classes
LevelBrowser_ViewMenu=Level
GenericBrowser_ViewMenu=Generic
SceneManager_Focus=Focus on Selected Actor
AutoFocus=Auto Focus?
ShowBrushes=Show Brushes?
SceneManager_FilterQ=Filter
ReferencedAssetBrowser_ViewMenu=Referenced Assets
LogBrowser_ViewMenu=Log
PrimitiveStatsBrowser_ViewMenu=Primitive Stats
DynamicShadowStatsBrowser_ViewMenu=Dynamic Shadow Stats
GroupBrowser_ViewMenu=Groups
TerrainBrowser_ViewMenu=Terrain
ActorBrowser_ToolTip=Show the actor classes browser
LevelBrowser_ToolTip=Show the level browser
GenericBrowser_ToolTip=Show the generic browser
ReferencedAssetBrowser_ToolTip=Show the referenced assets browser
LogBrowser_ToolTip=Show the log browser
PrimitiveStatsBrowser_ToolTip=Show the primitive stats browser
DynamicShadowStatsBrowser_ToolTip=Show the dynamic shadow stats browser
GroupBrowser_ToolTip=Show the group browser
TerrainBrowser_ToolTip=Show the terrain browser
SceneManager_ToolTip=Show the scene manager browser
ViewSource=View Source Code
FixedKismetParentSequences= `~ incorrect ParentSequence pointers found and fixed.
DetailMode=Detail Mode
SetDetailMode=Set Detail Mode
Low=Low
Medium=Medium
High=High
Error_MaterialEditor_CantPreviewOnSkelMesh=Can't preview on the specified skeletal mesh because the material has not been compiled with bUsedWithSkeletalMesh.
BlockingVolumeCreation=Blocking Volume Creation
BlockingVolumeBBox=Bounding Box
BlockingVolumeConvexHeavy=Heavy Convex Volume
BlockingVolumeConvexNormal=Normal Convex Volume
BlockingVolumeConvexLight=Light Convex Volume
BlockingVolumeConvexRough=Rough Convex Volume
BlockingVolumeColumnX=Column (X Axis)
BlockingVolumeColumnY=Column (Y Axis)
BlockingVolumeColumnZ=Column (Z Axis)
BlockingVolumeAutoConvex=Auto Convex Collision...
Error_FileDoesNotExist=File does not exist : '`~'. It will be removed from the MRU list.
Error_FindPropertyWindowFailed=FindPropertyWindow failed
Error_FailedToBeginTransaction="UNREALCASCADE> Failed to begin transaction - "
Error_FailedToEndTransaction="UNREALCASCADE> Failed to end transaction - "
Error_TypeDataModuleAlreadyPresent=A TypeData module is already present.\nPlease remove it first.
Error_MustSelectEmitter=You must select an emitter
Error_ModuleCanOnlyBeUsedInEmitterOnce=A Module can only be used in each Emitter once.
Error_NoEmitterSelectedForExport=No emitter selected for export
Error_FailedToCopy=Failed to copy `~ to `~
Error_SelectedEmitterMustContainModule=The selected emitter must contain the selected module for deletion
Error_MoreEmitterTypesThanSlots=ERROR!\nThere are more emitter types than available menu slots!
Error_TriedToExecDeprecatedCmd=Tried to executed deprecated command: `~
Error_CouldntFindSMForAnimSet=Could not find SkeletalMesh to play this AnimSet on.
Error_AnimTreeAlreadyBeingEdited=AnimTree is already being edited.
Error_FailedToCreatePhysAssetFromSM=Failed to create Physics Asset '`~' from Skeletal Mesh '`~'.
Error_FailedToCreateNewPhysAsset=Failed to create new Physics Asset.
Error_GroupAlreadyAssocWithActor=There is already a Group associated with this Actor.
Error_ActorNotInSequenceLevel=Actor is not in the same Level as the UnrealMatinee's UnrealKismet Sequence.
Error_OnlyOneTrackTypePerGroup=Only allowed one of this track type per group.
Error_PropertyAlreadyControlled=Already a FloatProp track controlling this property.
Error_NoAnimChannelsLeft=This Actor Has No AnimControl Channels Left.
Error_HighlightNonZeroLength=You must highlight a non-zero length section before stretching it.
Error_NoActorForThisGroup=No Actor for this group
Error_NameAlreadyExists=Name already exists - please choose a unique name for this Group.
Error_PackageNameExists=A package with that name already exists. Please choose another name.
Error_EventNameInUse=Sorry - Event name already in use.
Error_MatineeActionMustHaveData=UnrealMatinee action must have UnrealMatinee Data attached before being edited.
Error_MustSpecifyValidSeqName=Must specify valid sequence name and package.
Error_ExpressionHasRefs=Expression has references. Cannot delete.
Error_BodySetupWithNoPrimitives=Body Setup with No Primitives!
Error_CanOnlyWeldParentChildPairs=You can only weld parent/child pairs.
Error_CantMakeNewBonePhysical=You cannot make a new bone physical if it has physical children.
Error_OnlyAddSoundNodeWaveOnce=Can only add a particular SoundNodeWave to a SoundCue once.
Error_MustSelectActorsToCreateGroup=You must have some actors selected to create a new group.
Error_RenameFailedGroupAlreadyExists=Group already exists; enter another name.
Error_CantSaveMapViaGB=Can't save map files via generic browser. Not saving '`~'.
Error_CantSaveMapViaCascade=Can't save map files via UnrealCascade. Not saving '`~'.
Error_CouldntSavePackage=Couldn't save package. Check log window for further details.
Error_InvalidInput=Invalid input.
Error_ObjectNameAlreadyExists=An object named '`~' already exists.\n(If you renamed a Prefab there may be other objects causing the name conflict, like one of the archetypes.)
Error_CouldntRenameObjectF=Couldn't rename '`~'.\n
Error_CouldntWriteToFile=Couldn't write to file. Maybe file is read-only?
Error_CouldntWriteToFile_F=Couldn't write to file '`~'. Maybe file is read-only?
Error_PackageStatusChanged=Package can't be checked out - status has changed!
Error_CouldNotCreateActor=Could not create Actor.
Error_CouldNotCreateActor_NoStaticMesh=No static mesh was specified.
Error_CouldNotCreateActor_NoSkeletalMesh=No skeletal mesh was specified.
Error_CouldNotCreateActor_NoRigidBodySetup=No rigid body setup on the specified static mesh.
Error_CouldNotCreateActor_NoParticleSystem=No particle system specified.
Error_CouldNotCreateActor_NoPhysicsAsset=No physics asset was specified.
Error_CouldNotCreateActor_NoNavigationPoints=No navigation points were found.
Error_CouldNotCreateActor_NoSoundCue=No sound cue was specified.
Error_CouldNotCreateActor_NoSoundWave=No sound wave was specified.
Error_CouldNotCreateActor_NoMaterial=No material was specified.
Error_CouldNotCreateActor_NoDecalMaterial=No decal material was specified.
Error_CouldNotCreateActor_NoArchetype=No archetype was specified.
Error_CouldNotCreateActor_NoLensFlare=No lens flare was specified.
Error_MapExtUndefined=MapExt needs to be defined in .ini!
Error_PIEObjectStillReferenced=Object '`~' from PIE level still referenced.\n\nShortest route from root:\n`~
Error_FailedCreateEditorPreviewWorld=Failed to create editor preview world.
Error_CouldntSpawnPlayer=Couldn't spawn player: `~
Error_48=ASE Importer Error : Did you forget to include geometry AND materials in the export?\n\nFaces : `~, Texture Coordinates : `~
Error_49=ASE Importer Warning : This object has no material reference (current texture will be applied to object).
Error_InUse=`~ is in use.\n\n`~
Error_SelectOneActor=Please select just one Actor with a StaticMesh.
Error_NoActorWithStaticMesh=No Actor found with a StaticMesh.
Error_FilenameContainsSpaces=The filename you specified has one or more spaces in it. Unreal filenames cannot contain spaces.
Error_Couldn'tSpawnActor=Couldn't spawn actor. Please check the log.
Error_Modifier=Modifier (`~) : `~
Error_NotEnoughClipMarkers=You don't have enough ClipMarkers to perform this operation.
Error_ClipUnableToComputeNormal=Unable to compute normal! Try moving the clip markers further apart.
Error_RequiresTwoSelectedVertices=Requires 2 selected vertices.
Error_SelectedVerticesMustBelongToSamePoly=The selected vertices must belong to the same polygon.
Error_SelectedEdgesMustBelongToSamePoly=The selected edges must belong to the same polygon.
Error_PolygonsOnEdgeToTurnMustBeTriangles=The polygons on each side of the edge you want to turn must be triangles.
Error_ErrorOpeningAnimFile=Error opening animation file `~
Error_ErrorReadingAnimFile=Error reading animation file `~
Error_CouldNotFindTrack=Could not find needed track (`~) for this AnimSet.\nWould you like to use the selected SkeletalMesh reference pose to create the track?
Error_CouldNotFindPatchBone=Could not find bone (`~) in selected SkeletalMesh to patch animation from.\nImport failed.
Error_ExtraInfoInPSA=Extra track (`~) found in PSA but not in AnimSet.\nWould you like to add this track to all existing animations using the selected SkeletalMesh reference pose?
Error_ASEImporterError=ASE Importer Error : Did you forget to include geometry AND materials in the export?\n\nFaces : `~, Texture Coordinates(channel `~) : `~
Error_ObjectHasNoMaterialRef=Importer Warning : This object has no material reference (default texture will be applied to object).
Error_UnknownInterpolationType=Unknown Interpolation Type!
Error_MultipleInterpsReferToSameActor=Multiple SeqAct_Interps refer to the same Actor (`~) for path building.
Error_InvalidCursorPosition=Invalid cursor position
Error_ExpectingDigitGotCharacter=Expecting digit, got character `~
Error_PackageFileNotSpecified=Package file not specified
Error_ObjectNameNotSpecified=Object name not specified
Error_FailedToLoadPackage=Couldn't load package `~
Error_ExporterNotSpecified=Exporter not specified
Error_FileExtensionNotSpecified=File extension not specified
Error_FailedToMakeDirectory=Failed to make directory `~
Error_CantExportNameToFile=Can't export `~ to file `~
Error_ParentAndChildAreUnlinked=CleanupNodes: Parent and child are unlinked
Error_FilterLeafBadLocs=FilterLeaf: Bad Locs
Error_MissingLBraceAfterCpptext=`~: Missing '{' after cpptext.
Error_FailedToFindClosingComment=Failed to find closing '*/'
Error_CantFindEditPackage=Can't find edit package '`~'
Error_ScriptClassSizeMismatch=C++/ Script class size mismatch
Error_FailedToFindTool=FEdMode::FindTool failed to find tool `~
Error_ViewportNotNULL=Viewport != NULL in FEditorLevelViewportClient destructor.
Error_NumTrianglesInvalid=Triangles(i).NumUVs invalid for `~!
Error_ActorComponentDestroyedWithoutRemoval=Actor component destroyed without being removed from the scene: `~
Error_FailedLoadingMips=Failed loading mips for texture `~
Error_SplitWithPlaneVertexOverflow=FPoly::SplitWithPlane: Vertex overflow
Error_SplitInHalfVertices=FPoly::SplitInHalf: `~ Vertices
Error_FinalizeNormalizationFailed=FPoly::Finalize: Normalization failed, verts=`~, size=`~
Error_VectorPropertyAlreadyControlled=Already a VectorProp track controlling this property.
Error_NoActorForFaceFXTrack=No Actor found to obtain list of FaceFX animations from.
Error_NoFaceFXSequencesFound=Could not find FaceFX animations from Actor.
Error_AnimTreeLoopDetected=This connection would form a loop in your AnimTree, which is not allowed.
Error_ImportFailed=Import failed.
Error_ImportFailed_f="Import failed for `~"
Error_CollisionModelImportFailed=Collision model import failed due to a polygon or set of coplanar polygons with too many vertices or an unclosed collision volume. Please correct your collision model.
Error_PhysicalMaterialCycleInHierarchy=Setting the parent to that PhysicalMaterial would cause a cycle in the hierarchy. It has not been set.
Error_ActorConversionLevelMismatch=Actor was converted into a different level.
Error_MaterialInstanceEditorSetFallbackMaterialParent=Couldn't set `~ as the parent since it is a Fallback Material.
Error_MaterialEditorSelectedMaterialNotFallback=Couldn't set `~ as the Fallback Material since it is not flagged as a Fallback Material. (Set the bIsFallbackMaterial property)
Error_MaterialEditorFogVolumeMaterialNotSetup=To be used with Fog Volumes the material must have an emissive input and then be marked with bUsedWithFogVolumes.
Error_FracturedStaticMeshInvalidStaticMesh=Couldn't set StaticMesh, the selected asset is not a FracturedStaticMesh.
Prompt_1=Are you sure you want to completely reset the selected AnimSet?
Prompt_2=An AnimSequence with that name (`~) already exists in this AnimSet.\n Do you want to replace it?
Prompt_3=Are you sure you want to delete the selected AnimSequence (`~)?
Prompt_4=`~ support coming soon.
Prompt_5=No selected module!
Prompt_6=Duplicate Module on Same Emitter?
Prompt_7=3DDrawMode Options Menu!
Prompt_8=Static Mesh already has a collision model. \nDo you want to replace it?
Prompt_9=Static Mesh already has physics collision geometry.\n\nAre you sure you want replace it?
Prompt_10=Could not create geometry.
Prompt_11=This will destroy Group (`~) and all Track data within it. Are you sure?
InterpEd_DeleteSelectedFolder=Are you sure you want to delete folder (`~)? Any groups that are attached to this folder will be detached first (but not deleted)!
Prompt_12=This will completely replace the current asset.\nAre you sure?
Prompt_13=This will completely replace the current bone collision.\nAre you sure?
Prompt_14=Are you sure you want to weld '`~' to '`~' ?
Prompt_15=This will completely remove this bone, and any constraints to it.\nAre you sure you want to do this?
ActorsReferencedByKismet=Actors Referenced By UnrealKismet
PromptSomeActorsAreReferencedByKismet=Some actors are referenced by an UnrealKismet sequence. Proceed?
Continue=Continue
IgnoreKismetReferencedActors=Ignore UnrealKismet-referenced actors
Prompt_17=The package '`~' (`~) has been changed and needs to be saved. Save over existing package?\n(To save to a different file, select Cancel and select Save... in the Browser window.)\n\nYes: Overwrite '`~'.\nNo: Skip saving this package only.\nCancel: Stop saving all packages and return to the editor.
Publish_SaveDirtyPackagesQ=Packages must be saved before they can be published. Save packages before publishing?\n\nYes: Save packages, then publish.\nNo: Publish without saving packages.\nCancel: Abort the publish and return to the editor.
SaveDirtyPackagesNotFullyLoadedQ=The package '`~' has been changed and needs to be saved, but is not fully loaded. Do you want to fully load it?\n\nYes: Fully load the package and save it.\nNo: Skip saving this package only.\nCancel: Stop saving all packages and return to the editor.
Prompt_18=This option will export all classes to text .uc files which can later be rebuilt. Do you want to do this?
Prompt_19=Export classes to *.uc files
Prompt_20=Do you want to save the changes to `~?
Prompt_ThisActionWillTerminatePIEContinue=This action will terminate your Play In Editor session. Continue?
Prompt_21=You must exit Interpolation Editing mode before saving level.\nDo you wish to do this now and continue?
Prompt_22=Failed to create entry point. Try another location, or you may have to rebuild your level.
Prompt_23=Your ini files are outdated. Do you want to automatically update them? Not doing so might cause crashes!
Prompt_24=Static Mesh already has a collision model. \nDo you want to replace it with Builder Brush?
Prompt_25=This will replace the existing AnimSequence (`~).\nAre you sure?
Prompt_26=The package '`~' (`~) failed to save.\n\nCancel: Stop saving all packages and return to the editor.\nTry Again: Attempt to save the package again.\nContinue: Skip saving this package only.
Prompt_27=Are you sure you want to delete the selected MorphTarget (`~)?
Prompt_28=A MorphTarget with that name (`~) already exists in this MorphSet.
Prompt_29=A MorphTarget with that name already exists. Would you like to replace it?
Prompt_30=Some selected Actors are referenced by a Route.\nAre you sure you want to continue?
Prompt_31=Some selected Actors are referenced by a CoverGroup.\nAre you sure you want to continue?
Prompt_MaterialEditorClose=Would you like to apply changes to this material to the original material?\n(No will lose all changes!)
Prompt_CloseFXStudioOpenOnSaveQ=FaceFX Studio must be closed before saving. Close FaceXFX? Not doing so will abort the save operation.
Prompt_UnloadingPackagesCasuesChangesToBeLostQ=Unloading a package containing unsaved changes will cause those changes to be lost. Continue?
Prompt_AboutToCluserSoundsQ=About to cluster `~ sounds. Continue?
Prompt_SplitTerrain=Split Terrain?
Prompt_MergeTerrain=Merge Terrains?
CreatedNCues=Created `~ cues.
CouldNotCreateTheFollowingCuesNamesInUse=Couldn't create the following cues because their names are already in use:
ToolTip_MakeViewOcclusionParent=Set this viewport to be the occlusion parent
ToolTip_FarPlaneSlider=Distance to far clipping plane
ToolTip_1=Use Selected AnimSet in Generic Browser
ToolTip_2=Use Selected SkeletalMesh in Generic Browser
ToolTip_3=Show Skeleton
ToolTip_4=Show Bone Names
ToolTip_5=Show Wireframe
ToolTip_6=Socket Manager
ToolTip_7=Selected lights ignore selected primitives
ToolTip_8=Selected lights affect selected primitives
ToolTip_9=Selected lights' ignore lists are cleared
ToolTip_10=Editing Mode [B]
ToolTip_11=Movement Space
ToolTip_12=Toggle Simulation [S]
ToolTip_13=Cycle Mesh Rendering Mode [H]
ToolTip_14=Cycle Collision Rendering Mode [J]
ToolTip_15=Cycle Constraint Rendering Mode [K]
ToolTip_16=Toggle Drag Grid
ToolTip_17=Toggle Rotation Grid
ToolTip_18=Change Drag Grid
ToolTip_19=Change Rotation Grid
ToolTip_AutosaveMenu=Change Autosave Interval
ToolTip_20=Open a Recently Opened Map
ToolTip_21=Special Paste Options
ToolTip_22=Reference Coordinate System
ToolTip_23=Create a new map
ToolTip_24=Open an existing map
ToolTip_SaveAllLevels=Save all levels
ToolTip_26=Undo the last action
ToolTip_27=Redo the previously undone action
ToolTip_28=Slowest Camera Speed
ToolTip_29=Normal Camera Speed
ToolTip_30=Fastest Camera Speed
ToolTip_31=Show/Use the widget
ToolTip_32=Use the translation widget
ToolTip_33=Use the rotation widget
ToolTip_34=Use the scaling widget
ToolTip_35=Use the non-uniform scaling widget
ToolTip_36=Search for actors
ToolTip_37=Toggle fullscreen mode
ToolTip_38=Cut out the selection and put it into the clipboard
ToolTip_39=Copy the selection and put it into the clipboard
ToolTip_40=Paste data in the clipboard into the map
ToolTip_41=Open the Generic Browser window
ToolTip_42=Open UnrealKismet
ToolTip_43=Toggle Brush Polys
ToolTip_44=Build Geometry for Current Level
ToolTip_45=Build Lighting
ToolTip_46=Build Paths
ToolTip_47=Build Cover Nodes
ToolTip_48=Build All
ToolTip_49=Where to propagate changes to that you make in the editor
ToolTip_50=Play this level in an editor window. Holding Control will start in spectator mode.
ToolTip_50_F=Start this level on your `~. Holding Control will start in spectator mode.
ToolTip_SelectPreviewMesh=Select Preview Mesh
ToolTip_CleanUnusedExpressions=Clean Unused Expressions
ToolTip_UseSelectedStaticMeshInGB=Use Selected StaticMesh in Generic Browser
ToolTip_RealtimeMaterialPreview=Toggle Realtime Material Viewport
ToolTip_RealtimeMaterialExpressions=Toggle Realtime Expression Viewport
ToolTip_RealtimeExpressionPreview=Toggle Expression Realtime Preview
ToolTip_MaterialEditorApply=Apply changes to original material and its use in the world.
ToolTip_MaterialEditorPropagateToFallback=Propagate changes to Fallback Material (This will overwrite the Fallback Material!)
ToolTip_MaterialEditorRegenerateAutoFallback=Regenerate Automatic Fallback (This will update the "Fallback Dropped Inputs")
ToolTip_51=Show Background?
ToolTip_52=Plane
ToolTip_53=Cylinder
ToolTip_54=Cube
ToolTip_55=Sphere
ToolTip_56=Home
ToolTip_57=Real Time
ToolTip_58=Viewport Type
ToolTip_59=Scene View Mode
ToolTip_60=Toggle Show Flags
ToolTip_61=Group By Class
ToolTip_62=Sphere Primitive
ToolTip_63=Cube Primitive
ToolTip_64=Cylinder Primitive
ToolTip_65=Plane Primitive
ToolTip_66=Search By Name
ToolTip_67=Toggle Modifier Window
ToolTip_68=Show Open Edges
ToolTip_UVOverlay=Show UV Overlay
ToolTip_69=Show Wireframe
ToolTip_70=Show Bounds
ToolTip_71=Show Collision
ToolTip_72=Lock Camera
ToolTip_73=Save Thumbnail Angle
ToolTip_74=Open shape
ToolTip_75=Save shape
ToolTip_76=Import file into an empty map
ToolTip_77=Merge the imported file with the currently loaded map
ToolTip_78=Export everything in the map
ToolTip_79=Export only the selected items
ToolTip_80=Create a new map
ToolTip_81=Open an existing map
ToolTip_82=Save all levels
ToolTip_83=Save the map with a new name
ToolTip_84=Save all maps
ToolTip_ForceSaveAll=Force save all maps, regardless of their dirty state.
ToolTip_85=Exits the editor
ToolTip_86=Undo the last action
ToolTip_87=Redo the previously undone action
ToolTip_88=Toggle display/use of the widget
ToolTip_89=Use the translation widget
ToolTip_90=Use the rotation widget
ToolTip_91=Use the scaling widget
ToolTip_92=Search for actors
ToolTip_93=Cut out the selection and put it into the clipboard
ToolTip_94=Copy the selection and put it into the clipboard
ToolTip_95=Paste data in the clipboard into the map
ToolTip_96=Duplicate the selection
ToolTip_97=Delete the selection
ToolTip_98=Deselect everything
ToolTip_99=Select everything
ToolTip_SelectByProperty=Select by property
ToolTip_100=Invert the current selection
ToolTip_101=Show the actor classes browser
ToolTip_102=Show the group browser
ToolTip_103=Show the layer browser
ToolTip_105=Show the log browser
ToolTip_106=Show the generic browser
ToolTip_107=Show UnrealKismet
ToolTip_108=Switch to the '`~' viewport configuration
ToolTip_109=Shows the actor properties window
ToolTip_110=Shows the surface properties window
ToolTip_111=Shows the world properties window
ToolTip_112=Toggle brush marker polys
ToolTip_113=Toggle fullscreen mode
ToolTip_114=Add to BSP
ToolTip_115=Subtract from BSP
ToolTip_116=Intersect with BSP
ToolTip_117=Deintersect from BSP
ToolTip_118=Add a mover
ToolTip_120=Add a special brush
ToolTip_121=Import a brush
ToolTip_122=Export builder brush
ToolTip_123=Rebuild geometry
ToolTip_124=Rebuild lighting
ToolTip_125=Rebuild AI pathing
ToolTip_126=Rebuild Cover
ToolTip_127=Rebuild everything
ToolTip_128=Play this level in an editor window. Holding Control will start in spectator mode.
ToolTip_129=Start this level on your `~. Holding Control will start in spectator mode.
ToolTip_130=Play Level (Ctrl spectates)
ToolTip_131=2D Shape Editing Tool
ToolTip_132=Add A New Terrain
ToolTip_133=Check map for errors
ToolTip_134=Shows Information About Unreal Editor for `~ (`~)
ToolTip_135=Play at this location in an editor window. Holding Control will start in spectator mode.
ToolTip_136=Play at the current location on your `~. Holding Control will start in spectator mode.
ToolTip_137=Play From Here (Ctrl spectates)
ToolTip_138=Toggle the use of the drag grid
ToolTip_139=Toggle the use of the rotation grid
ToolTip_140=Create a new group
ToolTip_141=Rename the selected group
ToolTip_142=Delete the selected groups
ToolTip_143=Add all selected actors to selected groups
ToolTip_144=Delete selected actors from selected groups
ToolTip_145=Select all the actors belonging to this group
ToolTip_146=Deselect all the actors belonging to this group
ToolTip_147=Refresh the window
ToolTip_CreateNewLayer=Create a new layer
ToolTip_DeleteCurrentLayer=Delete current layer
ToolTip_AddSelActorsToLayer=Add selected actors to this layer
ToolTip_RemSelActorsFromLayer=Remove selected actors from this layer
ToolTip_SelLayerActors=Select the actors inside of this layer
ToolTip_153=Delete expression
ToolTip_154=Create a new shape
ToolTip_155=Open an existing shape
ToolTip_156=Save the shape
ToolTip_157=Save the shape with a new name
ToolTip_158=Paste data in the clipboard into the map at the clicked location
ToolTip_159=Lock Selected Actors To The Camera
ToolTip_ShowLevelBrowser=Show the level browser
ToolTip_OnlineHelp=Goes to online UDN help site
ToolTip_PushViewStart=Start sending Perspective position to Object Propagation target.
ToolTip_PushViewStop=Stop sending Perspective position to Object Propagation target.
ToolTip_PushViewSync=Set the remote player position to the current viewpoint.
ToolTip_UnlitMovement=Unlit Movement
ToolTip_LevelStreamingVolumePrevis=Level Streaming Volume Previs
ToolTip_PostProcessVolumePrevis=Post Process Volume Previs
TollTip_SquintMode=Toggle 'Squint Mode'
ToolTip_ViewportLocked=Lock Viewport
ToolTip_DrawScale=DrawScale
ToolTip_DrawScale3DX=DrawScale3D X
ToolTip_DrawScale3DY=DrawScale3D Y
ToolTip_DrawScale3DZ=DrawScale3D Z
ToolTip_UsageFilter=In Use Only
ToolTip_MouseLock=Prevent the mouse from being able to move/rotate/scale actors. Only selection will be allowed.
ToolTip_ShowMaterialParams=Show all material parameters.
ViewportToolbar_TearOffNewFloatingViewport=Tear Off Floating Copy
ViewportToolbar_AllowMatineePreview=Matinee Preview
// DiCE begin: Henrik, adding button for importing of maps
ToolTip_CheckBakingErrors=Check Map for possible bakingerrors
ToolTip_ImportBeastMaps=Import Baked Lighting
ToolTip_ExportFBX=Export Level
ToolTip_ExportFBXLITE=Export Selected Objects For Baking
ToolTip_ExternalBaker=Run External Baker
ToolTip_ExternalBakerPreview=Export and Render Scene From Viewport
ToolTip_ExternalBakerPreviewLite=Export and Render Selected Objects From Viewport
// DiCE end
// dice-begin : malte : check static mesh actor collision
ToolTip_CheckSmaCollisionSelectNonuniform = SMAC - Select actors with non-uniform scale
ToolTip_CheckSmaCollisionSelectNonshaped = SMAC - Select actors with confused collision settings
ToolTip_CheckSmaCollisionSelectNoGeom = SMAC - Select actors with no collision geometry
// dice-end
// dice-begin : tomp : toggle lighting dummy
ToolTip_ToggleLightingDummy = Toggle lighting dummy
// dice-end
ToolTip_SaveLevel=Save Level
ToolTip_OpenKismetForThisLevel=Open this level's UnrealKismet
ToolTip_PickColorForThisLevel=Pick color for this level
ToolTip_DistributionToggle=Select to make Distributions use the curves, not the baked lookup tables.
ToolTip_ToggleSocketSnapping=Enable/disable socket snapping
ToolTip_160=Publish the loaded map by cooking (creates faster loading content, but is slower to publish)
ToolTip_161=Publish the loaded map by copying (creates slower loading content, but is faster to publish)
AnimationCompression=Animation Compression
AnimationCompressionE=Animation Compression...
CompressionAlgorithms=Compression Algorithms
ApplyToSet=Apply To Set
ApplyToSequence=Apply To Sequence
AboutToCompressAnimations_F=About to compress `~ animations. Proceed?
Multiple=Multiple
NewF=New `~
GBSelectedTotalF=`~ Selected, `~ Total
Docking=Docking
Docked=Docked
Floating=Floating
CloneBrowser=Clone Browser
RemoveBrowser=Remove Browser
Importing=Importing
Importingf=Importing (`~ of `~)
Exporting=Exporting
Exportingf=Exporting (`~ of `~)
Deleting=Deleting
Deletingf=Deleting (`~ of `~)
Unloading=Unloading
Unloadingf=Unloading `~...
UnloadDirtyPackagesList=The following packages have been modified and cannot be unloaded:
UnloadDirtyPackagesSave=Saving these packages will allow them to be unloaded.
CannotDeleteSpecialActor=Cannot delete special actor `~
CannotOpenPIEMapsForEditing=Cannot open "Play in Editor" maps for editing
PSysRealTime=PSys Real-time Thumbs
NewLevelDlg=New Level
TypeOfGeometry=Geometry Style
SubtractiveGeom=Subtractive
AdditiveGeom=Additive
Archetype_Create=Create Archetype
Prefab_Create=Create Prefab
Prefab_SelectActors=Select All Actors In Prefab(s)
Prefab_ToNormalActors=Convert PrefabInstance To Normal Actors
Prefab_ReplaceCurrentActors=Would you like to replace these Actors with an instance of the new Prefab?
Prefab_DeletePrefabMembersPrompt="PrefabInstance '`~' is being deleted. Should all actors contained in this prefab be removed as well?"
Prefab_MustHaveSameOutermost=All objects must have same Outermost (Package). Prefab operation failed.
Prefab_UpdateFromInstance=Update Prefab '`~' From This Instance
Prefab_ResetFromPrefab=Reset Instance From Prefab '`~'
Prefab_FoundSeq=Found UnrealKismet Sequence '`~' for this Prefab. Is this correct?\n\nYes: Make Sequence '`~' part of prefab.\nNo: Don't add any Sequence to the Prefab.\nCancel: Abandon prefab creation.
Prefab_FoundSeqYesNo=Found UnrealKismet Sequence '`~' for this Prefab. Is this correct?\n\nYes: Add Sequence '`~' to prefab.\nNo: Don't add any Sequence to the Prefab.
AddPrefabF=Add Prefab: `~
Prefab_OldPrefabInstancesUpdated=Instances of the following Prefabs were updated in the loaded map:\n\n`~
Prefab_MissingArchetypes="The archetype for '`~' couldn't be loaded - removing member from PrefabInstance `~"
Prefab_ResetInvalidPrefab="Some prefabs could not be loaded correctly and were reset. See the log for details"
Prefab_MissingSourcePrefabs="The source Prefabs for some PrefabInstances could not be loaded so the were removed from the map:\\n\\n`~"
Prefab_OpenInstanceSequence=Open Sequence For PrefabInstance In UnrealKismet
Prefab_SequenceRefsOutsidePrefab=Sequence '`~' contains references to objects outside the Prefab:\n\n
Prefab_UpdatePrefabAreYouSure=Are You Sure You Want To Update Prefab '`~'?
Prefab_ResetPrefabAreYouSure=Are You Sure You Want To Reset This Instance?
Prefab_UndoTag_ResetPrefab="Reset PrefabInstance"
Prefab_UndoTag_UpdatePrefab=Update Prefab
Prefab_UndoTag_AddPrefab=Add Prefab
NamesCantBeingWithUnderscore=Name properties can't begin with an underscore. Trimming leading underscores.
NamesCantBeingWithSpace=Name properties can't contain spaces. Trimming leading spaces.
MultiplePropertyValues=<multiple values>
PersistentLevel=Persistent Level
ExpandAll=Expand all
CollapseAll=Collapse all
Layer=Layer
Wire=Wire
Terrain=Terrain
ToolTip_ShowTerrainBrowser=Show Terrain Layer Browser
TerrainMaterialResource_NoMaterials=Empty resource (no materials).
TerrainMaterialResource_InvalidMaterial=***INVALID MATERIAL***
TerrainEdit_Title=Unreal TerrainEdit
TerrainEdit_CurrentSizer=Currently Editing
TerrainEdit_CurrentTerrainLabel=Terrain:
TerrainEdit_CurrentLayerLabel=Layer:
TerrainEdit_ToolSizer=Tool
TerrainEdit_ActiveToolLabel=Active Tool:
TerrainEdit_SettingSizer=Settings
TerrainEdit_SettingsPerTool=Per Tool?
TerrainEdit_ColorLabel=Edit Color:
TerrainEdit_SettingsSoftSelect=SoftSelect
TerrainEdit_SettingsConstrained=Constrained
TerrainEdit_ToolScaleLabel=Scale:
TerrainEdit_StrengthLabel=Strength:
TerrainEdit_RadiusLabel=Radius:
TerrainEdit_FalloffLabel=Falloff:
TerrainEdit_ToolMirrorLabel=Mirror:
TerrainEdit_BrushSizer=Brushes
TerrainEdit_ImportExportSizer=Import/Export
TerrainEdit_ImportButton=Import
TerrainEdit_ExportButton=Export
TerrainEdit_CreateButton=Create
TerrainEdit_HeightmapClassLabel=Class
TerrainEdit_HeightMapOnly=Height Map Only?
TerrainEdit_RetainCurrentTerrain=Into Current?
TerrainEdit_BakeDisplacementMap=Bake DisplacementMap?
TerrainViewSettingsPropertiesLabel=Properties
TerrainViewSettingsHideLabel=Hide
TerrainViewSettingsViewLabel=View
TerrainViewSettingsHide_ToolTip=Hide
TerrainViewSettingsLockLabel=Lock
TerrainViewSettingsLock_ToolTip=Lock
TerrainViewSettingsWireLabel=Toggle Wireframe on/off
TerrainViewSettingsWire_ToolTip=Toggle Wireframe on/off
TerrainViewSettingsSolidLabel=Solid
TerrainViewSettingsSolid_ToolTip=Solid
TerrainTessellationIncrease=Increase
TerrainTessellationDecrease=Decrease
TerrainLayerRetainAlpha=Retain Alpha?
TerrainEdit_ConfirmIncrease=Tessellation increase adds vertices.\nAre you sure?\n(Check the log for terrain materials\nthat will require rescaling)
TerrainEdit_ConfirmDecrease=Tessellation decrease removes detail.\nAre you sure?\n(Check the log for terrain materials\nthat will require rescaling)
TerrainEdit_Tooltip_AddRemoveSectors=Add/Remove Sectors
TerrainEdit_Tooltip_AddRemovePolys=Add/Remove Polys
TerrainEdit_Tooltip_Paint=Paint
TerrainEdit_Tooltip_PaintVertex=Paint Vertex
TerrainEdit_Tooltip_ManualEdit=Manual Edit
TerrainEdit_Tooltip_Flatten=Flatten
TerrainEdit_Tooltip_FlattenSpecific=Flatten Specific
TerrainEdit_Tooltip_Smooth=Smooth
TerrainEdit_Tooltip_Average=Average
TerrainEdit_Tooltip_Noise=Noise
TerrainEdit_Tooltip_Visibility=Visibility
TerrainEdit_Tooltip_TexturePan=Texture Pan
TerrainEdit_Tooltip_TextureRotate=Texture Rotate
TerrainEdit_Tooltip_TextureScale=Texture Scale
TerrainEdit_Tooltip_VertexLock=Vertex Lock
TerrainEdit_Tooltip_MarkUnreachable=Mark Unreachable
TerrainEdit_Tooltip_Custom=Custom
TerrainEdit_Tooltip_Orientation=Orientation Flip
TerrainEdit_Tooltip_Solid1=Hard1
TerrainEdit_Tooltip_Solid2=Hard2
TerrainEdit_Tooltip_Solid3=Hard3
TerrainEdit_Tooltip_Solid4=Hard4
TerrainEdit_Tooltip_Solid5=Hard5
TerrainEdit_Tooltip_Noisy1=Soft1
TerrainEdit_Tooltip_Noisy2=Soft2
TerrainEdit_Tooltip_Noisy3=Soft3
TerrainEdit_Tooltip_Noisy4=Soft4
TerrainEdit_Tooltip_Noisy5=Soft5
; dice-begin [PRO] Adding light manager
LightManager_Tooltip=Light Manager
LightManager_Title=Light Manager
LightManager_Tooltip_Refresh=Refresh
LightManager_Tooltip_Select=Select In Editor View
LightManager_Tooltip_Find=Find/Select In Editor View
LightManager_Tooltip_Delete=Delete
; dice-end
TerrainProp_Tooltip_Hide=Hide
TerrainProp_Tooltip_Lock=Lock
TerrainProp_Tooltip_UseSelected=Use Selected
TerrainProp_Tooltip_SavePreset=Save Preset
TerrainProp_Tooltip_AddLayer=Add Layer
TerrainProp_Tooltip_AddMaterial=Add Material
TerrainProp_Tooltip_AddFoliage=Add Foliage
TerrainProp_Tooltip_AddDecoLayer=Add DecoLayer
TerrainProp_Tooltip_AddDecoration=Add Decoration
TerrainProp_Tooltip_DeleteSelected=Delete Selected
TerrainEdit_Tooltip_SplitX=Split X
TerrainEdit_Tooltip_SplitY=Split Y
TerrainEdit_Tooltip_Merge=Merge
TerrainEdit_FlattenAngle=Angle
TerrainEdit_FlattenHeight=Height
TerrainBrowser_AddLayer=AddLayer
TerrainBrowser_AddMaterial=AddMaterial
TerrainBrowser_AddFoliage=AddFoliage
TerrainBrowser_AddDecoLayer=AddDecoLayer
TerrainBrowser_AddDecoration=AddDecoration
TerrainBrowser_NoLayerSetup=Layer has no setup
TerrainBrowser_NoLayerSelected=Layer not selected
TerrainBrowser_NoSelection=Nothing slected
TerrainBrowser_NoTerrainMaterial=No terrain material set
TerrainBrowser_NoTerrainMaterialSelected=Terrain material not selected
TerrainBrowser_NoDecLayerSelected=No DecoLayer selceted
TerrainBrowser_ConfirmDeletion=Delete `~?
TerrainBrowser_ConfirmRecache=Recache terrain shaders?
TerrainBrowser_InvalidTerrainMaterial=Invalid Terrain Material (NULL?)
TerrainBrowser_WireframeColor=Wireframe Color
TerrainBrowser_Rename=Rename
TerrainBrowser_ChangeColor=Change Color
TerrainBrowser_CreateNew=Create New
TerrainBrowser_Delete=Delete
TerrainBrowser_CreateNewLayer=New Terrain Setup Layer `~
TerrainBrowser_CreateNewMaterial=New Terrain Material `~
TerrainBrowser_CreateNewFoliage=New Foliage `~
TerrainBrowser_CreateNewDecoLayer=New DecoLayer `~
TerrainBrowser_CreateNewDecoration=New Decoration `~
TerrainBrowser_CreateBefore= before this item
TerrainBrowser_CreateAfter= after this item
TerrainBrowser_CreateAutomatically= (auto-create)
TerrainBrowser_CreateAutomaticallyFromMat= from material (auto-create)
TerrainBrowser_UseSelected_ToolTip=Use the item currently selected in the Generic Browser
TerrainBrowser_MoveLayerUp_ToolTip=Move the selected layer up
TerrainBrowser_MoveLayerDown_ToolTip=Move the selected layer down
TerrainBrowser_RecacheMaterials_ToolTip=Recache Terrain Materials
TerrainBrowser_AddSelectedLayer=Add Selected Layer `~
TerrainBrowser_AddSelectedMaterial=Add Selected Material `~
TerrainBrowser_AddSelectedDisplacement=Add Selected Displacement `~
TerrainBrowser_AddSelectedFoliage=Add Selected Foliage `~
TerrainBrowser_AddSelectedDecoration=Add Selected Decoration `~
TerrainEditor_ERROR_ShiftHeighMap=Height map can not be shifted.
RenameNoCreateRedirect=Do not create an object redirect. (This can break references to this object!)
PrimitiveStatsBrowser_CombinedStats=Combined Total
PrimitiveStatsBrowser_Type=Type
PrimitiveStatsBrowser_Name=Name
PrimitiveStatsBrowser_Count=Count
PrimitiveStatsBrowser_Triangles=Triangles
PrimitiveStatsBrowser_InstTriangles=Inst. Triangles
PrimitiveStatsBrowser_ResourceSize=Resource Size (KByte)
PrimitiveStatsBrowser_Sections=Sections
PrimitiveStatsBrowser_RadiusMin=Radius (min)
PrimitiveStatsBrowser_RadiusMax=Radius (max)
PrimitiveStatsBrowser_RadiusAvg=Radius (avg)
PrimitiveStatsBrowser_LightsLM=Lights (avg LM)
PrimitiveStatsBrowser_LightsOther=Lights (avg other)
PrimitiveStatsBrowser_LightsTotal=Lights (avg total)
PrimitiveStatsBrowser_ObjLightCost=Obj/Light cost
PrimitiveStatsBrowser_LightMapData=Lightmap (KByte)
PrimitiveStatsBrowser_ShadowMapData=Shadowmap (KByte)
PrimitiveStatsBrowser_LMSMResolution=LM Res
PrimitiveStatsBroswer_ItemActivated=Item Activated
DynamicShadowStatsBrowser_Light=Light
DynamicShadowStatsBrowser_Subject=Subject
DynamicShadowStatsBrowser_PreShadow=Pre Shadow
DynamicShadowStatsBrowser_PassNumber=Pass Number
DynamicShadowStatsBrowser_ClassName=Class name
DynamicShadowStatsBrowser_FullComponentName=Fully qualified component name
LBO_LightingBuildOptions=Lighting Build Options
LBO_BuildBSP=Build BSP
LBO_BuildStaticMeshes=Build Static Meshes
LBO_BuildOnlySelectedActors=Build Only Selected Actors
LBO_BuildOnlyCurrentLevel=Build Only Current Level
LBO_BuildOnlyChangedLighting=Build Only Changed Lighting
LBO_BuildOnlySelectedLevels=Build Only Levels Selected in the Level Browser
LBO_FullQualityBuild=Perform full quality build
LBO_CantFindLevelBrowser=Can't find Level Browser, lighting build aborted.
// Dice-begin: Henrik, localized external baker build options
LBO_PreviewBuild=Small lightmaps
LBO_DistroBuild=Perform distributed build
LBO_TiledBuild=Split atlases into tiles for distribution
LBO_RCPrepass=Radiance cache prepass
// Dice-end
CurveEdPreset_CurveName=Curve
CurveEdPreset_X_Red_X-Max=X/Red/X-Max
CurveEdPreset_Y_Green_Y-Max=Y/Green/Y-Max
CurveEdPreset_Z_Blue_Z-Max=Z/Blue/Z-Max
CurveEdPreset_X2_Red2_X-Min=X2/Red2/X-Min
CurveEdPreset_Y2_Green2_Y-Min=Y2/Green2/Y-Min
CurveEdPreset_Z2_Blue2_Z-Min=Z2/Blue2/Z-Min
CurveEdPreset_NumSamples=# Samples
CurveEdPreset_StartValue=Start Value
CurveEdPreset_EndValue=End Value
CurveEdPreset_HighValue=High Value
CurveEdPreset_LowValue=Low Value
CurveEdPreset_Scale=Scale
CurveEdPreset_Frequency=Frequency
CurveEdPreset_InvalidSetting=Invalid setting on preset for\n`~
ConvexDecomposition=Convex Decomposition
Depth=Depth
MaxHullVerts=Max Hull Verts
AllowSplits=Allow Splits
ObjectEditor_MouseDelta_MoveF=Move Delta: (X: `.2~, Y: `.2~)
ObjectEditor_MouseDelta_SizeF=Size Delta: (X: `.2~, Y: `.2~)
ObjectEditor_MouseDelta_RotationF=Rotation Delta: `.2~`~
Error_WorldGeometryMustBlock=World geometry Actors such as `~ must block other actors or have no collision at all.
; SpeedTree
Error_CouldNotCreateActor_NoSpeedTree=No SpeedTree was specified.
SpeedTreeEditor=SpeedTree Editor
; UI Controls
Bold="Bold"
Italic="Italic"
Underline="Underline"
Shadow="Shadow"
Strikethrough="Strikethrough"
; Terrain map check error messages
Terrain_Error_NormalMapLayer=Terrain NormalMapLayer index `2~ outside of Layers count `2~ for terrain `~
Terrain_Error_MissingShaderMap=TERRAIN MATERIAL: Missing shader map - `~
Terrain_Error_InvalidMaterialIndex=Terrain> Invalid MaterialIndex `2~ - `~!
Terrain_Error_MaterialTextureCount=TERRAIN MATERIAL: Total Texture Count = `2~ on `~
Terrain_Error_MaterialParameterName=TERRAIN MATERIAL: Texture parameter name duplication -
; ParticleSystemComponent check error messages
PSysComp_Error_BadActorRef=PSysComp has a potentially bad parameter actor reference (not replicated?) at index `~ (`~)
PSysComp_Error_EmptyActorRef=PSysComp has an empty parameter actor reference at index `~ (`~)
PSysComp_Error_EmptyMaterialRef=PSysComp has an empty parameter material reference at index `~ (`~)
[UIEditor]
SceneEditorTitle_f=Unreal UIScene Editor: `~
WidgetEditorTitle_f=`~ Editor: `~
UIEditor_SlowTask_DataStoreBrowser="Loading data stores"
UIEditor_SlowTask_AddingProviderTags="Adding tags for data provider '`~'"
UIEditor_SlowTask_GeneratingTags="Generating tags for data provider '`~'"
WidgetProtectRename=The selected widget is protected from renaming.
WidgetProtectParent=The parent of the selected widget is protected and can not be changed!
WidgetProtectFromDelete=The selected widget is protected from deletion!
TransModifyObj=Modify Object
TransModifyObj_f=Modify `~
TransClearSelection="Clear Selection"
TransEditStyle="Edit Style"
TransCreateStyle="Create Style"
TransAssignStyle="Assign Style"
TransReplaceStyle="Replace Style"
TransEditDocking="Modify Widget Docking"
TransEditEvents="Modify Widget Events"
TransEditModifyInputEvents="Modify Custom Input Events"
TransEditModifyDisabledInputEvents="Modify Active Input Aliases"
TransModifyRenderOrder="Modify Render Order"
TransChangeParent="Change Parent"
TransSaveAsResource="Save As Resource"
TransConvertPosition="Convert Position"
TransBindDataStore="Bind Data Store"
TransClearDataStore="Clear Data Store"
MultipleObjects=(multiple objects)
TransRenameWidget=Rename Widget
TransMoveWidget=Move Widget
TransResizeWidget=Resize Widget
TransRotateWidget=Rotate Widget
TransMoveAnchor=Move Anchor
TransReplaceWidget="Replace Widget"
TransModifyCellBindings="Modify List Cells"
TransModifyScaleType="Change Scale Type"
TransAlignText="Change Text Alignment"
TransUpdateUIPrefabInstance="Update Prefab Instance"
TransInsertTabPage="Insert Tab Page"
TransRemoveTabPage="Remove Tab Page"
TransResizeCell="Resize List Cells"
TransAddStyleGroup="Add Style Group"
TransRemoveStyleGroup="Remove Style Group"
TransRenameStyleGroup="Rename Style Group"
TransChangeStyleGroup="Change Style Group"
UIEditor_OverrideSuffix=" - OVERRIDE"
UIEditor_AddDataProvider="Add Data Provider"
UIEditor_AddSection="Add Tag Section"
UIEditor_AddTag="Add Tag"
UIEditor_EditTag="Edit Tag"
UIEditor_MenuItem_ReorderWidget="Reorder Widget"
UIEditor_MenuItem_BindUIEventKeys=Modify Default UI Event Alias Key Bindings...\tF8
UIEditor_HelpText_BindUIEventKeys="Modify the default key bindings for UI event aliases."
UIEditor_MenuItem_DataStoreBrowser=Data Store Browser\tF7
UIEditor_HelpText_DataStoreBrowser=Displays the Data Store Browser dialog.
UIEditor_AppendColumn="Append Column"
UIEditor_InsertColumn="Insert Column"
UIEditor_ColumnF="Column `~"
UIEditor_MenuItem_InsertTabPage="Insert New Page"
UIEditor_MenuItem_InsertTabPageF="Insert Custom Page: `~"
UIEditor_MenuItem_RemoveTabPage="Remove Page"
UIEditor_Scene=Scene
UIEditor_Layers=Layers
UIEditor_Resources=Resources
UIEditor_DataStores=Data Stores
UIEditor_Styles=Styles
UIEditor_DefaultTagValue=Default Value: Enter New Tag Value
UIEditor_LayerBrowser_DefaultLayerName="Layer"
UIEditor_DockTitle_Properties="Properties"
UIEditor_DockTitle_SceneTools="Scene Tools"
UIEditor_DockTitle_Positioning="Positioning"
UIEditor_DockTitle_Docking="Docking"
UIEditor_ClearDataStore = "Clear datastore binding for selected widgets"
UIEditor_BindDataStore = "Bind selected widgets to datastore"
UIEditor_BindDataStore_F="Bind selected widgets to `~"
UIEditor_BindDataStoreA=Bind selected widgets to &datastore\tCtrl-D
UIEditor_DataStoreBrowser_Title="Data Store Browser"
UIEditor_DataStoreBrowser_DataStoreTags="Data Store Tags"
UIEditor_DataStoreBrowser_Tag="Tag"
UIEditor_DataStoreBrowser_Path="Path"
UIEditor_DataStoreBrowser_Type="Type"
UIEditor_DataStoreBrowser_Markup="Markup"
UIEditor_DataStoreBrowser_Value=Value
UIEditor_DataStoreBrowser_Strings=Strings
UIEditor_DataStoreBrowser_Other=Other
UIEditor_DataStoreBrowser_Filter=Filter:
UIEditor_DataStoreBrowser_Apply=Apply Changes
UIEditor_DataStoreBrowser_Cancel=Cancel Changes
UIEditor_Target="Target: `~"
UIEditor_Source="Source: `~"
UIEditor_FaceText[0]="Left"
UIEditor_FaceText[1]="Top"
UIEditor_FaceText[2]="Right"
UIEditor_FaceText[3]="Bottom"
UIEditor_FaceText[4]="None"
UIEditor_Width=Width
UIEditor_Height=Height
UIEditor_Value=Value
UIEditor_PositionEvalText[0]="None"
UIEditor_PositionEvalText[1]="Absolute Pixels"
UIEditor_PositionEvalText[2]="Pixels Relative to Scene"
UIEditor_PositionEvalText[3]="Pixels Relative to Owner"
UIEditor_PositionEvalText[4]="Percentage of Viewport"
UIEditor_PositionEvalText[5]="Percentage of Owner"
UIEditor_PositionEvalText[6]="Percentage of Scene"
UIEditor_ExtentEvalType[0]="Pixels"
UIEditor_ExtentEvalType[1]="Percentage of Target"
UIEditor_ExtentEvalType[2]="Percentage of Owner"
UIEditor_ExtentEvalType[3]="Percentage of Scene"
UIEditor_ExtentEvalType[4]="Percentage of Viewport"
UIEditor_ScaleType=Scale Type
UIEditor_FaceValue=Face Value
UIEditor_Face_Top="Top"
UIEditor_Face_Bottom="Bottom"
UIEditor_Face_Left="Left"
UIEditor_Face_Right="Right"
UIEditor_Face_None="None"
UIEditor_Face_All="All"
UIEditor_FaceString="`~ (Face: `~)"
UIEditor_StyleReferenced="Style '`~' is still referenced by the following resources:"
UIEditor_DoYouWantToDeleteStyle="Do you want to delete this style?"
UIEditor_DoYouWantToReplaceStyle="Do you want to replace this style?"
UIEditor_MustFullyLoadPackages="You must fully load the following packages in order to complete the operation:"
UIEditor_MenuItem_DeleteSelectedWidgets=Delete Selected Widgets
UIEditor_MenuItem_RenameSelectedWidgets=Rename Selected Widgets\tCtrl-R
UIEditor_MenuItem_PlaceWidget="Place Widget"
UIEditor_MenuItem_PlaceResource="Custom Widgets"
UIEditor_MenuItem_PlaceArchetypef="Place Archetype `~"
UIEditor_MenuItem_SelectStyle="Select Style"
UIEditor_MenuItem_DockingEditor="Docking Editor"
UIEditor_MenuItem_LoadSkin="Load Existing Skin"
UIEditor_MenuItem_CreateSkin="Create New Skin"
UIEditor_MenuItem_CreateStyle="Create New Style"
UIEditor_MenuItem_DeleteStyle="Delete Style"
UIEditor_MenuItem_CreateStyle_Selected="Create Style From Selected"
UIEditor_MenuItem_CreateStyle_Template="Create Style Using `~ As Template"
UIEditor_MenuItem_CreateStyle_TemplateF="Create Style Using `~ As Template"
UIEditor_MenuItem_ReplaceStyle="Replace Selected Style In Current Skin"
UIEditor_MenuItem_ReplaceStyleF="Replace Style `~ In Current Skin"
UIEditor_MenuItem_EditStyle="Edit Style"
UIEditor_MenuItem_EditEvents="Enable/Disable Widget Event Aliases"
UIEditor_MenuItem_EditCursor="Edit Cursor"
UIEditor_MenuItem_DeleteCursor="Delete Cursor"
UIEditor_MenuItem_RenameCursor="Rename Cursor"
UIEditor_MenuItem_AddCursor="Add Cursor"
UIEditor_MenuItem_AddSoundCue="Add UI Sound Cue"
UIEditor_MenuItem_EditSoundCue="Edit UI Sound Cue"
UIEditor_MenuItem_DeleteSoundCue="Delete UI Sound Cue"
UIEditor_MenuItem_AddNewStyleGroup="Add New Group"
UIEditor_MenuItem_DeleteNewStyleGroup="Delete Selected Group"
UIEditor_MenuItem_RenameNewStyleGroup="Rename Selected Group"
UIEditor_MenuItem_AskNewName="Enter New Name"
UIEditor_MenuItem_AcceptDeletion="Are you sure you want to delete selected group '`~'"
UIEditor_MenuItem_ChangeParent="Change Parent"
UIEditor_MenuItem_MoveUp="Move Up"
UIEditor_MenuItem_MoveDown="Move Down"
UIEditor_MenuItem_MoveToTop="Move To Top"
UIEditor_MenuItem_MoveToBottom="Move To Bottom"
UIEditor_MenuItem_SaveResource="Save As Resource"
UIEditor_MenuItem_ViewportSize="Viewport &Size"
UIEditor_MenuItem_ViewReset="&Reset View"
UIEditor_MenuItem_ViewDrawBkgnd="Draw &Background"
UIEditor_MenuItem_ViewDrawGrid="Draw &Grid"
UIEditor_MenuItem_ViewShowWireframe="Draw &Wireframe"
UIEditor_MenuItem_TitleSafeRegions="Draw &Title Safe Regions"
UIEditor_MenuItem_ViewportOutline="&Viewport Outline"
UIEditor_MenuItem_ContainerOutline="&Container Outline"
UIEditor_MenuItem_SelectionOutline="&Selection Outline"
UIEditor_MenuItem_KismetEditor="Unreal&Kismet Editor"
UIEditor_MenuItem_ClearBinding="Remove Cell"
UIEditor_MenuItem_BreakDockLink="Break Dock Link"
UIEditor_MenuItem_BreakAllDockLinks="Break &ALL Dock Links"
UIEditor_MenuItem_BreakDockLinkTo="Break Dock Link to `~"
UIEditor_MenuItem_BreakFocusChainLink="Remove Override Focus Chain Link"
UIEditor_MenuItem_BreakAllFocusChainLinks="Remove ALL Override Focus Chain Links"
UIEditor_MenuItem_BreakFocusChainLinkTo="Remove Override Focus Chain to `~"
UIEditor_MenuItem_SetFocusChainToNull="Set Focus Chain to None"
UIEditor_MenuItem_SetAllFocusChainToNull="Set ALL Focus Chains to None"
UIEditor_MenuItem_ConnectDockLink="Connect Dock Link"
UIEditor_MenuItem_ConnectDockLinkTo="Connect Dock Link to `~"
UIEditor_MenuItem_ConnectFocusChainLink="Connect Focus Chain Link"
UIEditor_MenuItem_ConnectFocusChainLinkTo="Connect Focus Chain Link to `~"
UIEditor_MenuItem_SnapToGrid="Snap to Grid"
UIEditor_MenuItem_ShowDockHandles="Show Dock Handles"
UIEditor_MenuItem_ConvertPosition="Convert Position"
UIEditor_MenuItem_InsertLayer="Insert Layer"
UIEditor_MenuItem_InsertChildLayer="Insert Child Layer"
UIEditor_MenuItem_RenameLayer="Rename Layer"
UIEditor_MenuItem_SelectAllWidgetsInLayer="Select All Widgets"
UIEditor_MenuItem_DeleteLayer="Delete Layer"
UIEditor_MenuItem_CenterOnSelection=Center On Selected Objects
UIEditor_HelpText_CenterOnSelection="Centers the viewport on the currently selected objects."
UIEditor_ToolTip_ShowDockHandles="Show Dock Handles"
UIEditor_ToolTip_ViewportSize="Viewport Size"
UIEditor_ToolTip_ViewportGutter="Viewport Gutter"
UIEditor_ToolTip_ViewportOutline="Viewport Outline"
UIEditor_ToolTip_ContainerOutline="Container Outline"
UIEditor_ToolTip_SelectionOutline="Selection Outline"
UIEditor_ToolTip_ToolModeButton[0]="Select"
UIEditor_ToolTip_ToolModeButton[1]="Place Button"
UIEditor_ToolTip_ToolModeButton[2]="Place Console"
UIEditor_ToolTip_ToolModeButton[3]="Place Image"
UIEditor_ToolTip_ToolModeButton[4]="Place Label"
UIEditor_ToolTip_SnapToGrid="Snap to Grid"
UIEditor_ToolTip_WidgetPreviewState="Preview State"
UIEditor_ToolTip_AlignToViewport_Top="Align to Viewport: Top"
UIEditor_ToolTip_AlignToViewport_Bottom="Align to Viewport: Bottom"
UIEditor_ToolTip_AlignToViewport_Left="Align to Viewport: Left"
UIEditor_ToolTip_AlignToViewport_Right="Align to Viewport: Right"
UIEditor_ToolTip_AlignToViewport_CenterHorizontally="Align to Viewport: Center Horizontally"
UIEditor_ToolTip_AlignToViewport_CenterVertically="Align to Viewport: Center Vertically"
UIEditor_HelpText_AlignToViewport_Top="Align selected widgets to viewport top."
UIEditor_HelpText_AlignToViewport_Bottom="Align selected widgets to viewport bottom."
UIEditor_HelpText_AlignToViewport_Left="Align selected widgets to viewport left."
UIEditor_HelpText_AlignToViewport_Right="Align selected widgets to viewport right."
UIEditor_HelpText_AlignToViewport_CenterHorizontally="Horizontally center selected widgets in the viewport."
UIEditor_HelpText_AlignToViewport_CenterVertically="Vertically center selected widgets in the viewport."
UIEditor_ToolTip_TextAlign_Top="Text Align: Top"
UIEditor_ToolTip_TextAlign_Bottom="Text Align: Bottom"
UIEditor_ToolTip_TextAlign_Left="Text Align: Left"
UIEditor_ToolTip_TextAlign_Right="Text Align: Right"
UIEditor_ToolTip_TextAlign_Center="Text Align: Center Horizontally"
UIEditor_ToolTip_TextAlign_Middle="Text Align: Center Vertically"
UIEditor_HelpText_TextAlign_Top="Vertically align text to the top."
UIEditor_HelpText_TextAlign_Bottom="Vertically align text to the bottom."
UIEditor_HelpText_TextAlign_Left="Horizontally align text to the left."
UIEditor_HelpText_TextAlign_Right="Horizontally align text to the right."
UIEditor_HelpText_TextAlign_Center="Horizontally center text."
UIEditor_HelpText_TextAlign_Middle="Vertically center text."
UIEditor_HelpText_ViewReset="Resets the viewport position and zoom to the default settings"
UIEditor_HelpText_DeleteSelectedWidgets="Deletes the currently selected widgets"
UIEditor_HelpText_RenameSelectedWidgets="Displays a dialog to rename the currently selected widgets"
UIEditor_HelpText_ShowDockHandles="Show dock handles on selected widgets"
UIEditor_HelpText_ViewportSize="The viewport size to use for the scene"
UIEditor_HelpText_ViewportGutter="The size in pixels of the gutter region that is displayed around the viewport window"
UIEditor_HelpText_TitleSafeRegions="Draws the regions that UI widgets should be placed in to ensure they display properly on TVs."
UIEditor_HelpText_WidgetPreviewState="The preview state of the currently selected item"
UIEditor_MenuItem_RefreshScene=Refresh Scene\tF5
UIEditor_HelpText_RefreshScene="Force the scene to perform a full update (rebuild docking stack, resolve widget positions, reapply styles, etc.)"
UIEditor_WidgetsNoneSelected="(No widgets selected)"
UIEditor_WidgetsSameSelected="`~ `~s selected"
UIEditor_WidgetsDifferentSelected="`~ widgets selected"
UIEditor_Widget_SelectionTool=Selection Tool
UIEditor_Widget_FocusChain=Focus Chain Tool
UIEditor_EditWidgetMode_Tool=Edit Widget Tool
UIEditor_Widget_Button=Button
UIEditor_Widget_Label=Label
UIEditor_Widget_Console=Console
UIEditor_Widget_Image=Image
UIEditor_Widget_Editbox=Edit Box
UIEditor_Widget_LabelButton=Label Button
UIEditor_Widget_Checkbox=Check Box
UIEditor_Widget_List=List
UIEditor_Widget_Panel=Panel
UIEditor_Widget_ToggleButton=Toggle Button
UIEditor_Widget_Slider=Slider
UIEditor_HelpText_SelectionTool=A tool for selecting and manipulating existing widgets.
UIEditor_HelpText_FocusChain=A tool for editing focus chains for widgets.
UIEditor_HelpText_EditWidgetMode=A tool for editing characteristics specific to the type of widget selected.
UIEditor_HelpText_Button=A tool to create new button widgets.
UIEditor_HelpText_Label=A tool to create new label widgets.
UIEditor_HelpText_Console=A tool to create new console widgets.
UIEditor_HelpText_Image=A tool to create new image widgets.
UIEditor_HelpText_Editbox=A tool to create new edit box widgets.
UIEditor_HelpText_LabelButton=A tool to create new label button widgets.
UIEditor_HelpText_Checkbox=A tool to create new check box widgets.
UIEditor_HelpText_List=A tool to create new list widgets.
UIEditor_HelpText_Panel=A tool to create new panel widgets.
UIEditor_HelpText_ToggleButton=A tool to create new toggle button widgets.
UIEditor_HelpText_Slider=A tool to create new slider widgets.
UIEditor_EditSelectedSkin="Edit Selected Skin"
UIEditor_SaveSelectedSkin="Save Selected Skin"
UIEditor_HelpText_EditSelectedSkin="Displays the Skin Editor dialog for the current skin."
UIEditor_HelpText_SaveSelectedSkin="Saves the current skin's package."
UIEditor_HelpText_LoadExistingSkin="Load Skin Package"
UIEditor_HelpText_CreateSkin="Create New Skin"
UIEditor_Skin = "Skin"
DlgUIWidgetEvents_Title="Enable/Disable Widget Event Aliases"
DlgUIWidgetEvents_WidgetF="Widget: `~"
DlgUIWidgetEvents_EnabledEvents="Enabled Event Aliases"
DlgUIWidgetEvents_ModifyEventDefaults="Modify Event Alias Defaults"
DlgUIListEditor_Title = "List Editor"
DlgUIListEditor_ListGrid = "List Representation"
DlgChooseTabPageClass_Title="Choose the type of page to add"
DlgChooseTabPageClass_ComboCaption="Page Class:"
DlgRemoveTabPage_Title="Choose the page to remove"
DlgRemoveTabPage_ComboCaption="Page Number:"
DlgUISkinEditor_Skin = "Skin"
DlgUISkinEditor_Title = "Skin Editor"
DlgUISkinEditor_Styles = "Styles"
DlgUISkinEditor_Cursors = "Cursors"
DlgUISkinEditor_SoundCues=Sound Cues
DlgUISkinEditor_StyleGroups="Groups"
DlgUISkinEditor_Name = "Name"
DlgUISkinEditor_Style = "Style"
DlgUISkinEditor_CursorTexture = "Cursor Texture"
DlgUISkinEditor_SoundCueSound="Sound"
DlgUISkinEditor_RenameCursor = "Enter a new name for the cursor: "
DlgUISkinEditor_Error = "Error"
DlgUISkinEditor_ErrorCursorExists = "Cursor with the name '`~' already exists in this skin."
DlgUICursorEditor_Title="Edit Cursor"
DlgUICursorEditor_CursorName="Cursor Name: `~"
DlgUICursorEditor_CursorTexture="Cursor Texture"
DlgUICursorEditor_CursorStyle="Cursor Style"
DlgUICursorEditor_InvalidTexture="Invalid texture specified."
DlgUICursorEditor_InvalidStyle="Invalid style specified."
DlgUICursorEditor_Error="Error"
DlgUIAddSoundCue_Title="Add UISoundCue"
DlgUIEditSoundCue_Title="Edit UISoundCue"
DlgUIEditSoundCue_Label="UI Sound Cue Parameters"
DlgUIEditSoundCue_ToolTip_NameCombo="Choose the name to assign to this UI Sound Cue"
DlgUIEditSoundCue_ToolTip_SoundCuePath="The path name for the SoundCue assigned to this UI Sound Cue"
DlgUIEditSoundCue_ToolTip_SoundCueBrowse="Display the Generic Browser"
DlgUIEditSoundCue_ToolTip_SoundCueUse="Assign the currently selected SoundCue to this UI Sound Cue"
DlgUIEditSoundCue_MenuItem_ModifySoundCues="Modify Skin Sound Cues"
DlgUICreateConfigDataTag_DataStorePath="Data Store: `~"
DlgUICreateConfigDataTag_Title="Add Data Tag"
DlgUICreateConfigDataTag_EditMode_Title="Edit Data Tag"
DlgUICreateConfigDataTag_Section="Section"
DlgUICreateConfigDataTag_Tag="Tag"
DlgUICreateConfigDataTag_Value="Value"
DlgUICreateConfigDataTag_NeedText="All of the text fields need to be filled out!"
DlgUICreateConfigDataTag_Error="Error"
DlgUICreateConfigDataTag_ReadOnlyError="'`~' is marked read-only. Unable to save changes."
DlgNewStyle_Title="Create New Style"
DlgNewStyle_Label_StyleClass="Style Type"
DlgNewStyle_Label_StyleTag="Unique Tag:"
DlgNewStyle_Label_StyleName="Friendly Name:"
DlgNewStyle_Label_StyleTemplate="Template:"
DlgNewStyle_Tooltip_StyleClass="Type Of Style"
DlgNewStyle_Tooltip_StyleTag="Style Tag"
DlgNewStyle_Tooltip_StyleName="Style Name"
DlgNewStyle_Tooltip_StyleTemplate="Style Template"
DlgNewStyle_HelpText_StyleClass="Choose the type of style to create."
DlgNewStyle_HelpText_StyleTag="This name will be used to reference this style from unrealscript. It cannot contain spaces."
DlgNewStyle_HelpText_StyleName="This is the name that will appear in the style browser."
DlgNewStyle_HelpText_StyleTemplate="Choose the style to base this style on. Any changes made to the base style will be propagated to the new style."
DlgNewStyle_Label_StyleGroupName="Group Name:"
DlgNewStyle_Label_StyleGroupName_ToolTip="Select existing group from list or enter name for new group and press Enter"
DlgNewStyle_Label_StyleGroupNameNoExist="Group '`~' doesn't exist. Do you want to create this group?"
DlgEditStyle_Warning_Title=Unchecked States Revert
DlgEditStyle_Warning_ModifiedStateRevert=You have modified data for an unchecked state, leaving this state unchecked will cause it to be reverted to the parent style value.\n Do you want to lose the changes made to the unchecked states?
DlgEditStyle_Title_f="Editing Style: `~"
DlgDiffStates_Title_f="Comparing States of Style: `~ "
DlgDiffStates_LayoutGroupCaption=Panel Layout
DlgDiffStates_Layout_Horizontal=Horizontal
DlgDiffStates_Layout_Vertical=Vertical
StylePropertiesCommon_Caption="Basic Options"
StylePropertiesCommon_Label_StyleID="Style ID:"
StylePropertiesCommon_Label_StyleColor="Style Color:"
StylePropertiesCommon_Label_AlphaValue="Alpha Value:"
StylePropertiesCommon_ToolTip_StyleID="Unique Style Identifier"
StylePropertiesCommon_ToolTip_StyleColor="Choose Color"
StylePropertiesCommon_HelpText_StyleColor="Click to choose a color for this style."
StylePropertiesCommon_MenuDiffProperties="Compare Properties"
StylePropertiesCommon_Label_Padding="Padding:"
StylePropertiesCommon_Label_PaddingH="H:"
StylePropertiesCommon_Label_PaddingV="V:"
StylePropertiesCommon_ToolTip_PaddingH="Controls the amount of horizontal padding to apply (in pixels), assuming a resolution of 1024x768. This value will be scaled by resolution."
StylePropertiesCommon_ToolTip_PaddingV="Controls the amount of vertical padding to apply (in pixels), assuming resolution of 1024x768. This value will be scaled by resolution"
StylePropertiesText_Caption="Text Options"
StylePropertiesText_Label_Font="Font:"
StylePropertiesText_Label_Alignment="Alignment:"
StylePropertiesText_Label_Attributes="Attributes:"
StylePropertiesText_Label_VertAbbreviation="V:"
StylePropertiesText_Label_HorzAbbreviation="H:"
StylePropertiesText_ToolTip_Alignment[0]="Horizontal Alignment"
StylePropertiesText_ToolTip_Alignment[1]="Vertical Alignment"
StylePropertiesText_Alignment[0]="Left,Center,Right"
StylePropertiesText_Alignment[1]="Top,Center,Bottom"
StylePropertiesText_Label_ClipMode="Clipping Mode:"
StylePropertiesText_ToolTip_ClipMode="Determines how text should be handled when the text overflows its bounds."
StylePropertiesText_Label_ClipAlignment="Clipping Alignment:"
StylePropertiesText_ToolTip_ClipAlignment="Determines the origin used for clipping; left (normal) or right (start at the end)."
StylePropertiesText_Label_Scale="Scale:"
StylePropertiesText_Label_ScaleX="X:"
StylePropertiesText_Label_ScaleY="Y:"
StylePropertiesText_ToolTip_ScaleX="Configure how much the text should be scaled horizontally. A value of 1.0 means no scaling."
StylePropertiesText_ToolTip_ScaleY="Configure how much the text should be scaled vertically. A value of 1.0 means no scaling."
StylePropertiesText_Label_SpacingAdjust="Spacing:"
StylePropertiesText_Label_SpacingAdjustX="Chars:"
StylePropertiesText_Label_SpacingAdjustY="Lines:"
StylePropertiesText_ToolTip_SpacingAdjustX="Sets the amount of extra horizontal spacing between characters in a line of text (in pixels)."
StylePropertiesText_ToolTip_SpacingAdjustY="Sets the amount of extra vertical spacing between lines of wrapped text (in pixels)."
StylePropertiesText_Label_AutoScaleMode="Scale To Fit:"
StylePropertiesText_Label_MinAutoScale="Minimum Scale:"
StylePropertiesText_ToolTip_AutoScaleMode="Choose whether text should be automatically scaled to fit into the bounding region."
StylePropertiesText_ToolTip_MinAutoScale="When 'scale to fit' is enabled, this determines the minimum amount the text can be scaled. Required if the text is wrapped or clipped."
StylePropertiesText_AutoScaleMode_Options[0]="Disabled"
StylePropertiesText_AutoScaleMode_Options[1]="Normal"
StylePropertiesText_AutoScaleMode_Options[2]="Maintain Aspect Ratio"
StylePropertiesText_AutoScaleMode_Options[3]="Resolution Based"
StylePropertiesImage_Caption="Image Options"
StylePropertiesImage_Label_DefaultTexture="Default Texture:"
StylePropertiesCombo_RadioButton_Existing="Existing"
StylePropertiesCombo_RadioButton_Custom="Custom"
StylePropertiesCombo_Caption="Combo Options"
StylePropertiesCombo_Label_TextStyle="Text Style:"
StylePropertiesCombo_Label_ImageStyle="Image Style:"
StylePropertiesCombo_ToolTip_TextStyle="Choose a text style."
StylePropertiesCombo_ToolTip_TextState="Choose the menu state to use from this style"
StylePropertiesCombo_ToolTip_ImageStyle="Choose an image style."
StylePropertiesCombo_ToolTip_ImageState="Choose the menu state to use from this style"
ImageAlignmentCaption[0]="Horizontal"
ImageAlignmentCaption[1]="Vertical"
ImageAlignment_Label_Alignment="Image Alignment:"
ImageAlignment_Label_Adjustment="Adjustment Type:"
ImageAlignment_Label_Gutter[0]="Left Gutter:,Right Gutter:"
ImageAlignment_Label_Gutter[1]="Top Gutter:,Bottom Gutter:"
ImageCoordinates_Label[0]="Sample Position:"
ImageCoordinates_Label[1]="Sample Size:"
UIEditor_UISequences="UI Sequences"
UIEditor_GlobalSequence="Global Sequence"
UIEditor_Children="Children"
DlgUIEvent_MetaObject_Title="Bind Event Keys"
DlgUIEvent_MetaObject_AvailableKeys="Available Keys"
DlgUIEvent_MetaObject_BoundKeys="Bound Keys"
DlgUIEvent_MetaObject_Key="Key"
DlgUIEvent_MetaObject_Event="Event"
DlgUIEventKeyBindings_Title="Bind UI Event Alias Key Defaults"
DlgUIEventKeyBindings_AvailableKeys="Available Keys"
DlgUIEventKeyBindings_BoundKeys="Bound Keys"
DlgUIEventKeyBindings_Key="Key"
DlgUIEventKeyBindings_WidgetClass="Widget Class"
DlgUIEventKeyBindings_WidgetEvents="Supported Input Aliases"
DlgUIEventKeyBindings_StatesLabel="States"
DlgUIEventKeyBindings_ModifierLabel="Modifiers"
DlgUIEventKeyBindings_RequiredLabel="Required"
DlgUIEventKeyBindings_ExcludedLabel="Excluded"
DlgUIEventKeyBindings_NewKeyLabel="New Key"
DlgUIEventKeyBindings_MenuItem_NewKey="Bind New Input Key"
DlgUIEventKeyBindings_MenuItem_RemoveKey="Unbind Input Key"
DlgUIEventKeyBindings_Tooltip_AvailableKeys="Press the desired key to select it, or hold Ctrl and left-click to select a key using the mouse"
DlgUIEventKeyBindings_ReadOnlyError="'`~' is marked read-only. Unable to save changes."
DlgUIEventKeyBindings_AddKey_ExistingBindingsError="'`~' is already bound to the following aliases for class `~:\\n`~\\n\\nWould you like to continue and bind this key anyway (for example, if you are planning to use a different set of modifier keys)?"
DlgUIEventKeyBindings_CloseDialog_ExistingBindingsError="The following input keys are currently bound to multiple input aliases (this message has also been written to the log). Only the last input alias bound to the corresponding key will work correctly in the game:\\n\\n`~\\n\\nWould you like to continue anyway? Select 'Yes' to save these bindings and continue or 'No' to return to the dialog."
DlgChooseNewKey_Title="Select Input Key"
DlgNewSkin_Title="Create New Skin"
DlgNewSkin_Label_PackageName="Package Name:"
DlgNewSkin_Label_SkinName="Skin Name:"
DlgRenameLayer_Title="Rename Layer"
DlgRenameLayer_Label="Enter the new tag for the Layer"
DlgRenameLayer_Error_EmptyName="You must specify a name for the layer."
DlgRenameWidget_Title="Rename Widget"
DlgRenameWidget_Label="Enter the new tag for the widget"
DlgRenameWidget_Error_EmptyName="You must specify a name for the widget."
DlgRenameWidget_Error_NameInUse="That name is already in use by another widget within the same parent"
DlgRenameScene_Title="Rename Scene"
DlgRenameScene_Label="Enter the new tag for the scene"
DlgRenameScene_Error_EmptyName="You must specify a name for the scene."
DlgRenameScene_Error_NameInUse="That name is already in use by another scene within the same package."
DlgDockingEditor_Title="Docking Editor"
DlgDockingEditor_Label_DockTarget="Left,Top,Right,Bottom"
DlgDockingEditor_ToolTip_DockTarget="Target Widget"
DlgDockingEditor_ToolTip_DockFace="Target Face"
DlgDockingEditor_ToolTip_DockPadding="Padding"
DlgDockingEditor_ToolTip_DockPaddingType="Padding Value Type"
DlgDockingEditor_HelpText_DockTarget="Select the widget this face should be docked to."
DlgDockingEditor_HelpText_DockFace="Choose which face from the target widget should be docked to."
DlgDockingEditor_HelpText_DockPadding="Choose the amount of padding for this face. Positive values push the docked widget, while negative values pull the docked widget."
DlgDockingEditor_HelpText_DockPaddingType="Controls how the padding value is interpreted. Percentage values must be between 0 and 1."
StyleBrowser_ToolTip_SkinCombo="Active Skin"
StyleBrowser_ToolTip_SkinButton="Load Skin"
StyleBrowser_HelpText_SkinCombo="Changes the currently active skin. This affects the appearance of styles assigned to widgets in the scene."
DlgSelectWidget_Title="Select Widget"
DlgSelectWidget_Label="Choose a widget from the list"
UIEditor_AlignToViewport=Align To Viewport
UIEditor_Align_Top=Top
UIEditor_Align_Bottom=Bottom
UIEditor_Align_Left=Left
UIEditor_Align_Right=Right
UIEditor_Align_CenterVertically=Center Vertically
UIEditor_Align_CenterHorizontally=Center Horizontally
[EditorFrame]
Caption=Unreal Editor for `~ (`~)
[Caption]
ActorBrowser=Actor Classes
LevelBrowser=Level
GenericBrowser=Generic
ReferencedAssetBrowser=Referenced Assets
LogBrowser=Log
GroupBrowser=Groups
PrimitiveStatsBrowser=Primitive Stats
DynamicShadowStatsBrowser=Dynamic Shadow Stats
SceneManager=Scene Manager
[CommandCategoryNames]
LevelEditor=Level Editor
Matinee=Matinee
Cascade=Cascade
MaterialEditor=Material Editor
Kismet=Kismet
CurveEditor=Curve Editor
[CommandNames]
Matinee_TogglePlayPause=Toggle Play/Pause
Matinee_DeleteSelection=Delete Selection
Matinee_Cut=Cut Groups/Tracks
Matinee_Copy=Copy Groups/Tracks
Matinee_Paste=Paste Groups/Tracks
Matinee_Undo=Undo
Matinee_Redo=Redo
Matinee_MarkInSection=Mark Section IN
Matinee_MarkOutSection=Mark Section OUT
Matinee_IncrementPosition=Increment Interpolation Position
Matinee_DecrementPosition=Decrement Interpolation Position
Matinee_MoveToNextKey=Move To Next Key
Matinee_MoveToPrevKey=Move To Previous Key
Matinee_SplitAnimKey=Split Animation Key
Matinee_MoveActiveUp=Select Previous Track
Matinee_MoveActiveDown=Select Next Track
Matinee_AddKey=Add New Key
Matinee_DuplicateSelectedKeys=Duplicate Selected Keys
Matinee_ToggleSnap=Toggle Snap To Keys
Matinee_CropAnimationBeginning=Crop Animation Beginning
Matinee_CropAnimationEnd=Crop Animation End
Matinee_ViewFitSequence=View Fit Sequence
Matinee_ViewFitSequence_Desc=View timeline from start to finish
Matinee_ViewFitLoop=View Fit Loop
Matinee_ViewFitLoop_Desc=View current selection
Matinee_ViewFitLoopSequence=View Fit Loop Sequence
Matinee_ViewFitLoopSequence_Desc=Widen the selection out to the whole timeline
Matinee_ChangeKeyInterpModeAUTO=Key Interp Mode AUTO
Matinee_ChangeKeyInterpModeAUTO_Desc=Key Interp Mode AUTO
Matinee_ChangeKeyInterpModeUSER=Key Interp Mode USER
Matinee_ChangeKeyInterpModeUSER_Desc=Key Interp Mode USER
Matinee_ChangeKeyInterpModeBREAK=Key Interp Mode BREAK
Matinee_ChangeKeyInterpModeBREAK_Desc=Key Interp Mode BREAK
Matinee_ChangeKeyInterpModeLINEAR=Key Interp Mode LINEAR
Matinee_ChangeKeyInterpModeLINEAR_Desc=Key Interp Mode LINEAR
Matinee_ChangeKeyInterpModeCONSTANT=Key Interp Mode CONSTANT
Matinee_ChangeKeyInterpModeCONSTANT_Desc=Key Interp Mode CONSTANT
;Curve Editor
CurveEditor_ChangeInterpModeAUTO=Interp Mode AUTO
CurveEditor_ChangeInterpModeAUTO_Desc=Interp Mode AUTO
CurveEditor_ChangeInterpModeUSER=Interp Mode USER
CurveEditor_ChangeInterpModeUSER_Desc=Interp Mode USER
CurveEditor_ChangeInterpModeBREAK=Interp Mode BREAK
CurveEditor_ChangeInterpModeBREAK_Desc=Interp Mode BREAK
CurveEditor_ChangeInterpModeLINEAR=Interp Mode LINEAR
CurveEditor_ChangeInterpModeLINEAR_Desc=Interp Mode LINEAR
CurveEditor_ChangeInterpModeCONSTANT=Interp Mode CONSTANT
CurveEditor_ChangeInterpModeCONSTANT_Desc=Interp Mode CONSTANT

Xet Storage Details

Size:
144 kB
·
Xet hash:
574cf89a0311e82de629dc7b3465a54edd29cf0940e8dc601323717623c63bb7

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