[Public]
Class=(Class=UnrealEd.WxClient,SuperClass=Engine.Client)
[Errors] Failed3D= 3D Hardware DDrawMode=DirectDraw
Error_LightmapExportRequiresUnCompressed= Lightmap
Lightmaps LoadWarningSuffix_redirection=" []"
LoadWarningSuffix_circularredirection=" []"
LoadWarningSuffix_privateobject=" []"
[General] FrameWindow=Unreal ViewPersp= ViewXY= XY(XY map)
ViewXZ= XZ(XZ map) ViewYZ= YZ(YZ map) ViewOther=Viewport
Color16=& 16 Color32=& 32
AdvancedOptions=
[WxClient] ClassCaption="WxWindows Manager"
[UnrealEd] UnrealEdTitle_F=Unreal Editor `~ (`~-bit)
UDKTitle_F=Unreal Development Kit (`~-bit) UnrealEdVersion=\n`~\n
1998-2010 Epic Games, Inc. Octree Traversal by\n
.\n\n , An Efficient Parametric Algorithm
forJ.Revelles/C.Urea/M.Lastra (University of Granada,
2010 Autodesk, Inc..\nUses Bink Video, . 1997-2009 by RAD Game
Tools, Inc.\nConvex Decomposition Library, . 2007 by John W.
Ratcliff.\nLibffi, . 1996-2003 Red Hat, Inc.\nlibresample, . 2006
Feeling Software.\nlibXML2, . 1998-2003 Daniel Veillard.
.\nMersenneSpain).\nContains Autodesk FBX by Autodesk, Inc., Prime
Twister (SSE version), Copyright 2006,2007 Mutsuo Saito,\n
Matsumoto and Hiroshima University. Compression, 2009, Xiph.Org
Foundation.\nPhysX SDK, Makoto
.\nOgg Vorbis Audio
2006 NVIDIA Corporation. .\nUses Scaleform GFx 2010 Scaleform
Corporation. .\nUses TinyXML by by Lee Thomason\nVorbis Quality
Improvements, 2003-2008 Aoyumi.\nVorbis SSE Optimisations,
19942006.\nwxWidgets, 1998-2005 Julian Smart, Robert Roebling et
al\nZlib, 1995-2005 Jean-loup Gailly and Mark Adler.\nThisproduct
includes code licensed from NVIDIA.\n\n\nUnreal Engine Version: `~
Changelist: `~ SplashScreen_InitialStartupProgress=...
SplashScreen_DefaultLoading=... SplashScreen_VersionInfo1_F=`~
(Version `~, Changelist `~)
SplashScreen_StartingUpGameAssetDatabase=
...SplashScreen_ConnectingToSourceControl=
...
SocketAlreadyExists= '`~' ! SocketBoneNotFound=(Bone) '`~' '`~'
. InvalidSkeletalMesh=mesh
InvalidAnimSequence=
Sequence .AnimNotify_Trails_SampleDataError=
:
AnimNotify_Trails_SkippingError=
AnimNotify_Trails_MissingSocketNames=.
AnimNotify_Trails_MissingSocketOnSkelMesh= `~
(on skeletal mesh)ImportedSoundAlreadyExists_F= '`~'
.?\n\n :\n :.\n : .ImportedTextureAlreadyExists_F=
. ?ImportedFileAlreadyExists_Title=?
ImportedTextureAlreadyExists_PreserveSettings=
ImportedTextureAlreadyExists_PreserveSettingsAll=
ImportedTextureAlreadyExists_DiscardSettings=
ImportedTextureAlreadyExists_DiscardSettingsAll=
ImportedTextureAlreadyExists_CancelImport= ShowModifiedProperties=
ToolTip_ShowModifiedProperties=
PropertyWindowMenu=
PropertyWindow_FilterTitle=: PropertyWindow_FavoritesTitle=
PropertyWindow_ShowHiddenProperties=
PropertyWindow_ToolTip_ShowHiddenProperties=
(MustBeAtLeastOneCollisionBody= mesh 1 CheckoutPerforce='`~'
.
?PerforceLoginTitle= PerforceLogin_Error_InvalidServer=Server .
SourceControlSubmitTitle=
SourceControlSubmit_DescriptionValidityWarning=
.
SourceControlRevertTitle= ColorPicker_Title= Thumbnails=
Package= Group= Name= NewName= Error= Enable= Disable= SelectGroup=
SelectLayer=
ShowAllPackagesQ=? PackageFileIsReadOnly= `~
!OpenObjectEditorAreYouSure_F=" `~ `~ resource editors?"
GenericDialog_WindowTitle= GenericDialog_OK=&
GenericDialog_Cancel=& GenericDialog_Yes=&
GenericDialog_No=& GenericDialog_YestoAll=&
GenericDialog_NotoAll=&
GenericDialog_Retry=& GenericDialog_Continue=& OK=
Cancel= CancelAll="" &OK=& &Cancel=&
&CancelAll="&" Yes= No= YesToAll= NoToAll= Groups=
SearchFor= Close= InsideOf= StartingWith= Containing= Ready=
GoTo= Sync=(Sync Browser) Delete= ShowReferencers=
SelectReferencersInLevel= ObjectNotReferenced= '`~'
ObjectNoReferences= '`~' SearchForActors= Actor Tag= Bind=
FullName= PathName= F_ObjectsFound=`~ ( `~). PackageGroupName=
Info= ResourceSizeK= (Kb) AddSpecial= Flags=
Prefabs= Portal=(Portal) Mirror= Invisible= TwoSided=
Solidity=Solidity Solid=olid SemiSolid=Semi-Solid NonSolid=
Non-Solid ImportBrush= Merge=(Merge) MergeFacesQ= Faces(Merge
Faces) Options=(Options) LightingChannels=(Lighting Channels)
LightmassSettings=(Lightmass Settings) SolidMesh=Solid mesh
(continuous mesh, no gaps or holes) NonSolidMesh=Nonsolid (contains
gaps or holes) Tool= Radius= PerToolQ=? /=/ StrengthPct= (pct)
Terrain= Layer= ...=...
ArrayPropertyHeader=... ImportExport= / Import= ImportEx=...
Export= &Import=& &Export=& ExportAll=
Import_SourceFileNotFound=
Preview= PreviewOptions= DlgSoundNodeWaveOptions=
EditNodesE=(Nodes)... CompressionPercent=Compression Percent
Compress=Compress FileSize= Xbox360FileSize= Xbox360 (Bytes)
MeshImport= Mesh FontPreview_WindowCaption=
FontPreview_PreviewBorder= FontPreview_DefaultText=
FontPreview_ForegroundButton= FontPreview_BackgroundButton=
FontPreview_CloseButton= FontFactory_ImportingTrueTypeFont=
TrueType.. Update= UpdateAll= ChooseFont= Create= Class=(Class)
Script= FontProperties= FontProperties_SelectedTextureProperties=
FontPages= HeightMapOnlyQ=? BakeDisplacementMapQ=Bake
DisplacementMap? New= &New=&... Factory=(Factory)
SelectImportFactory=(Factory) Exporter=(Exporter)
SelectExporter=(Exporter) BuildFromFilePath= SceneInfo= OKToAll=
TextureProperties= Texture=
TextureProperties_QuickInfoPaneLabel=
TextureProperties_ReimportTexture= TextureProperties_CompressNow=
TextureProperties_ReimportTexture_Tooltip=
TextureContextMenu_CompressNow= Properties= Preferences=
TexturePropertiesCaption= - `~ SoundCuePropertiesCaption=Sound Cue-
`~ SoundCueMultiplePropertiesCaption= Sound Cue - (`~ )
SoundCueNodeCaption=Sound Attenuation Node
SoundCueNodeMultipleCaption=Sound Attenuation Nodes - (`~ Selected)
TextureQuickInfoImportedRes=: `~ x `~
TextureQuickInfoEffectiveRes=Max In-Game: `~ x `~
TextureQuickInfo360EffectiveRes=Xbox 360 In-Game: `~ x `~
TextureQuickInfoPS3EffectiveRes=PS3 In-Game: `~ x `~
TextureQuickInfoDisplayedRes=: `~ x `~
TextureQuickInfoStreamedMethod=Method: `~
TextureQuickInfoIsStreamed=Streamed
TextureQuickInfoIsNotStreamed=Never Streamed
TextureQuickInfoPixelFormat=Format: `~
TextureQuickInfoLODBias=Calculated LOD Bias: `~
TextureQuickInfo360LODBias=Xbox 360 LOD Bias: `~
TextureQuickInfoPS3LODBias=PS3 LOD Bias: `~ BrushBuilder=
BrushBuilderName_Generic= BrushBuilderName_Cone=
BrushBuilderName_Cube= BrushBuilderName_CurvedStair=
BrushBuilderName_Cylinder= BrushBuilderName_LinearStair=
BrushBuilderName_Sheet= BrushBuilderName_SpiralStair=
BrushBuilderName_Tetrahedron=() BrushBuilderName_Volumetric= Build=
BrushBuilderCaption= - `~ UseActorAsParentQ=Use 'Actor' As Parent?
PlaceableClassesOnlyQ=Placeable Classes Only? ChooseProperty=
PropertyName= ChooseAnimSlot= Anim SlotName= Slot
ChooseToggleAction= Toggle Action ToggleAction=Toggle Action
InterpEd_VisibilityActionDialogTitle=
InterpEd_VisibilityActionDialogText= NewCut=(New Cut) CutToGroup=
NewSeqKey=(sequence)
Sequences=(sequences) DestSeqNotFoundF= '`~'
AnimSetNotFound=Actor AnimSet '`~' . CopyNotifies=
AACT_CreateAdditiveAnimation= AACT_SelectBuildMethod=
AACT_ReferencePose=(Reference Pose) AACT_AnimationFirstFrame=
AACT_AnimationScaled= AACT_PickBaseAnimation=Pick Base Animation
AACT_LoopingAnim=Looping Animation AAD_AddAdditiveAnimation=Add
Additive Animation AAD_SubtractAdditiveAnimation=Subtract Additive
Animation AAD_DestinationAnimationName=Destination Animation Name
AAD_SelectAdditiveAnimation=Select Additive Animation
AAD_ScaleAdditiveToSource=Scale Additive Animation To Source
AAD_ScaleSourceToAdditive=Scale Source To Additive Animation
ShiftNotifies=Shift Notifies TimeShift=
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. DestSeqAlreadyContainsMetadataMergeQ=The
destination sequence already contains `~ metadata. Delete these
before copying?
DestAnimSequenceName=Destination sequence name:
DestAndSrcSeqsMatch=Source and destination sequences are the same.
SeqKeyName=AnimSequence: SelectFaceFXAnim= 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=. SoundCue
. NothingToKeyframe= keyframe,
keyframed .\n , StaticMesh, NoActiveTrack=No active track
selected. Highlight a track from the list on the left side of the
window before adding a keyframe.
InterpEd_Track_TooManySelected=Only 1 track can be selected for
this operation. TextureGroups=Texture Groups SoundClasses=Sound
Classes ClusterSounds=Cluster Sounds
ClusterSoundsWithAttenuation=Cluster Sounds With Attenuation
BatchProcess= NewSocket= NewBone= BoneName= NewSkelControlChain=New
SkelControl Chain RotateAnimSequence=Rotate AnimSequence
RotateDegrees=Rotate Degrees Axis=
RenameElement= Element SetTime= NewTime= SetValue= SetToTrue=
SetToFalse= NewValue= ScaleTimes= ScaleTimes_ToolTip= ScaleValues=
ScaleValues_ToolTip= EnterScalar= ScaleTimesPrompt=:
ScaleValuesPrompt=: SetSoundVolume= Volume= SetSoundPitch=
Pitch=(Pitch) Yaw= Roll= NameSequence= Sequence
SequenceName=Sequence Name RenameEmitter= Emitter
SelectParticleSystem= ParticleSystem NewEmitterLeft=New Emitter
Before
NewEmitterRight=New Emitter After NewGroupName= NewFolderName=
StretchSection=Stretch Section NewLength= InsertEmptySpace=
Seconds= InterpEd_Rename_Track= NewTrackName= RenameGroup=
RenameFolder= RenameFolderAndGroup= CreateNewGroupTab=
SendToGroupTab= RemoveFromGroupTab= DeleteGroupTab= DuplicateGroup=
CreateGroupTab_Title= CreateGroupTab_Caption=:
InterpEd_FileMenu_Import= ... InterpEd_FileMenu_ExportAll=...
InterpEd_FileMenu_ExportSoundCueInfo= Sound Cue...
InterpEd_ExportSoundCueInfoDialogTitle= Sound Cue
InterpEd_FileMenu_ExportBakeTransforms=Bake Transforms on Export
InterpEd_ChangeGroupFolder=
InterpEd_MoveActiveGroupToFolder=
InterpEd_MoveGroupToActiveFolder= InterpEd_RemoveFromGroupFolder=
InterpEd_InitialInterpModeComboBox_Desc=Initial Interp Mode |
InterpEd_ViewMenu_ToggleSnap=
InterpEd_ViewMenu_SnapTimeToFrames=
InterpEd_ViewMenu_FixedTimeStepPlayback=
(Playback)InterpEd_ViewMenu_PreferFrameNumbers=
Anim InterpEd_ViewMenu_ShowTimeCursorPosForAllKeys=
Anim
InterpEd_ToggleSnapTimeToFrames_Desc= |
.InterpEd_FixedTimeStepPlayback_Desc=Fixed Time Step Playback |
Locks the playback rate to the frame rate specified in the Snap
Size setting InterpEd_SnapComboBox_Desc=Snap Size | Selects the
timeline granularity for snapping and visualization purposes
InterpEd_FrameRate_15_fps=15 fps InterpEd_FrameRate_24_fps=24 fps
(film) InterpEd_FrameRate_25_fps=25 fps (PAL/25)
InterpEd_FrameRate_29_97_fps=29.97 fps (NTSC/30)
InterpEd_FrameRate_30_fps=30 fps InterpEd_FrameRate_50_fps=50 fps
(PAL/50) InterpEd_FrameRate_59_94_fps=59.94 fps (NTSC/60)
InterpEd_FrameRate_60_fps=60 fps InterpEd_FrameRate_120_fps=120 fps
InterpEd_Snap_Keys=
InterpEd_TimelineInfo_Seconds= InterpEd_TimelineInfo_Frames=
InterpEd_ViewMenu_ViewportFrameStats= Viewport
CurveEd_TabComboBox_Desc=
CurveEd_KeyContext_DeleteSelected=
CurveEd_ToolBar_ShowAllCurveTangents=
InterpEd_Duplicate_NoGroup=Must Select A Group Before Duplicating
ExportCameraAnim=Export To CameraAnim ExportCameraAnim_Desc=Saves
the active group as a CameraAnim EnterNewEventName= NewEventName=
NewEventKey= SocketName= Socket RenameSocket= Socket
RenameAnimSequence=Rename AnimSequence NewSequenceName=New Sequence
Name ActorFactory=Actor Factory ActorFactoryNotForUseByKismetF=`~
UnrealKismet LoadErrors= LoadErrorMsg= .
.\n : , MissingFiles= MissingObjects=
ShowNormalsQ=? AffectWidgetOnlyQ=Affect Widget Only?
SoftSelection=Soft Selection EnabledQ=? AutoAdjustQ=? Automatic=
Standing= MidLevel= Coverslip=Cover Slip SwatTurn=Swat Turn
Turn=Turn Weld=Weld Mantle=Mantle Popup=Pop Up LeanLeft=Lean Left
LeanRight=Lean Right ClimbUp=Climb Up PlayerOnly=
ForceCanPopUp=Force Can Pop Up ForceCanCoverSlip_Left=Force Can
Coverslip Left ForceCanCoverSlip_Right=Force Can Coverslip Right
EngineVersion= AboutUnrealEd= `~ OnlineHelp= ....
EditorFrame_GoToForums= ... EditorFrame_GoToSwarmSetup= unreal
EditorFrame_AutoTextureReimport_Alert=
UDNWarningErrorHelpF1= UDN/
(F1)Pan=Pan U=U V=V Rotation= FlipU=Flip U FlipV=Flip V PanU=Pan
U PanV=Pan V UPanAmount= U Pan : VPanAmount= V Pan :
RotationAmount=(): Delta= Relative= SurfPropMsg=Hold SHIFT while
clicking the above buttons to affect surfaces in the opposite
direction. Scaling= Simple= Custom= RelativeQ=? Apply=
&Apply=& Flip=Flip Lighting=Lighting
LightmapResolution=Lightmap Resolution AcceptsLights=Accepts
Lights AcceptsDynamicLights=Accepts Dynamic Lights
ForceLightmap=Force Lightmap SurfaceProperties=Surface Properties
SurfaceProperties_Title=`~ Surface(s) Selected : `~
SurfaceProperties_EmptyTitle=No Surface Selected
SurfaceProperties_MultipleMaterials =Multiple Materials
SurfaceProperties_NoMaterial=No Material 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=512 1024=1024 45=45 90=90 MainMenu_FindActors=
Actors... Search= SearchE=... SearchType=
SearchScope= CurrentLevel=Current Level CurrentSequence=Current
Sequence AllLevels= MapCheck=Map Check MapCheckGoto=MapCheckDlg:
Goto Actors LightingInfo=Lighting Info LightingResults=Lighting
Results LightingTimings=Lighting Timings
LightingStaticMeshInfo=Lighting StaticMesh Info
LightingBuildInfo=Lighting Build Info
LightMapDensityRenderingOptions=LightMap Density Rendering Options
LightMapRatioAdjust=Lightmap Resolution Adjustment
StaticMeshLightingInfoGoto=DlgStaticMeshLightingInfo:GotoActors
StaticMeshLightingInfoSwap=DlgStaticMeshLightingInfo:Swap
StaticMeshLightingInfoSet=DlgStaticMeshLightingInfo:Set
StaticMeshLightingInfoRatio=DlgStaticMeshLightingInfo:Ratio
DensityRenderingOptions=Density Rendering Options
IdealDensity=Ideal Density MaximumDensity=Maximum Density
ColorScale= GrayscaleScale= RenderGrayscale=Render Grayscale
ActorSearchGoto=ActorSearchDlg: Actors
ActorSearchSelectActors=ActorSearchDlg: Select Actors
RefreshWithHotkey=\tF5 Refresh=
RefreshF5= (F5) RescanAllLevels= RescanSelectedLevels=
RescanCurrentLevel= SMLIResolution= Error_NoLevelsForRescan=
Swap=Swap SwapEx=Swap Ex... SetToVertexMapping= Vertex
SetToTextureMapping= SetToTextureMappingEx= Ex... SetToRatio=...
LSMI_GetResolutionTitle= Lightmap (
2)
LMSI_Ratio= LMSI_Minimum=
LSMI_IncludeBSP=Convert all BSP as well? StoppingMapBuild= ...
ShowMemStats= GenericBrowser_SetMaterialPreviewBackgroundColor=
Instance...
GenericBrowser_SetTranslucentMaterialPreviewBackgroundColor=Set
Translucent Material Preview Background Color...
FullyLoadCheckedOutPackages=
Type=
Memory=(Memory) Message= Actor=Actor MinimumBoneSize=
OrientAlongBone= CollisionGeometry=Collision Geometry
UseVertsWith=Use Verts With CreateJoints= WalkPastSmallBones=
CreateBodyForAllBones= OpenInPhATNow= PhAT NewPhysicsAsset= Physics
Asset CreateNewPhysXDestructible= PhysX Destructible
ResliceFracturedMeshes=Reslice Fractured Meshes
WarningLargePieceCount_Title= :
WarningLargePieceCount=
`~ . , WarningLargePieceCount64k=
`~ . 64K. , SphylSphere=/ Box= DominantWeight=Dominant Weight
AnyWeight=Any Weight Material=Material Parent=Parent
Current= SetAssetPhysicalMaterial=Set Asset Physical Material
PhysicalMaterial=Physical Material SetAssetDisableParams=Set Asset
Disable Params LinearVelocity= LinearAcceleration= AngularVelocity=
AngularAcceleration= AttachmentBase=Attachment Base Location= X=X
Y=Y Z=Z Autosave_Enabled= (: `~:`02~ ) Autosave_Disabled=
Autosave_Soon= : `~ (s) SetCollision= BlockAll= BlockWeapons=
BlockNone= ConvertToBlockingVolume= BlockingVolume
Kismet_InvalidEmitter=ParticleEvent: Not a valid emitter actor.
Kismet_InvalidPSysTemplate=ParticleEvent: `~ has no particle system
template. Kismet_NoEmittersInPSysTemplate=ParticleEvent: `~ has no
emitters in the particle system.
AddTag= ClipPadSaveAs="" ClipPadSelect="" PasteFrom:=":"
Patches=Patches Appearance= LayerSetUp= None= NewTerrainWizard=
Log=log OpenTheFile_F= : '`~' LockSelectedActorsQ= Actor?
CopyToClipboard= CompleteCopyToClipboard= (
editline)ExpandAllCategories=Expand All Categories
CollapseAllCategories=Collapse All Categories
PropertyWindow_AddNewItem= PropertyWindow_RemoveAllItemsFromArray=
PropertyWindow_InsertNewItemHere=
PropertyWindow_DuplicateThisItem= PropertyWindow_DeleteItem=
PropertyWindow_FindObjectInContentBrowser=
PropertyWindow_TextBox=
ShowAllResourceTypes= MaterialsSubMenu=
LevelViewportContext_EditMaterialInterface=
LevelViewportContext_SyncMaterialInstance= Instance
...LevelViewportContext_SyncBaseMaterial=
...LevelViewportContext_SyncMaterial= ...
CreateMaterialInstanceConstant= Instance ()
CreateMaterialInstanceTimeVarying= Instance ()
LevelViewportContext_AssignMaterial=
LevelViewportContext_LevelMenu=
LevelViewportContext_MakeLevelGridVolumeCurrent= Volume
LevelViewportContext_ClearCurrentLevelGridVolume= Grid Volume
EnterMaterialInstanceName= Instance PleaseEnterValue=
MaterialInstanceNameTaken_F= Instance
Grid
: `~PropertyWindow_UseMouseToPickColorFromViewport=
viewport
PropertyWindow_ClearAllText=
PropertyWindow_UseMouseToPickActorFromViewport= Actor
viewport
PropertyWindow_UseCurrentSelectionInBrowser=
PropertyWindow_CreateANewObject= CreateANewObject=
EditInlineNewAreYouSure=(s).
??UsageFilterTypes[0]="" UsageFilterTypes[1]=""
UsageFilterTypes[2]="" UsageFilterTypes[3]="" AnimSetViewer=AnimSet
Viewer SkelMesh=Mesh Anim=Anim Morph=Morph MorphSet=MorphSet
MorphTargetSet=MorphTargetSet MorphTargets=MorphTargets
MorphTarget=MorphTarget SkeletalMesh=Skeletal Mesh
UseSelectedSkeletalMeshInBrowser= SkeletalMesh
AnimSet=AnimSet AnimationSequences=Animation Sequences
ExtraMesh1=Extra Mesh 1 ExtraMesh2=Extra Mesh 2 ExtraMesh3=Extra
Mesh 3 Mesh=Mesh AnimSequence=AnimSequence -None-=- -
NewAnimSet=New AnimSet... ImportPSA= PSA... ImportCOLLADAAnim=
COLLADA Animation... ImportFbxAnim= FBX Animation... MeshMenu=Mesh
ImportMeshLOD= Mesh LOD... ImportMeshWeights= Mesh Weights...
ImportMeshWeightsSuccessful=Mesh Weights LOD `~
!ImportMeshWeightsTitle= Mesh Weights
ImportMeshWeightsFilename=Mesh Weights
ImportMeshWeightsFilenameBase=Mesh Base ImportMeshWeightsMismatch=
weights::
mesh. mesh weights.
ImportMeshWeightUsageTitle=mesh weight ImportMeshWeightUsage=
Weight : ImportMeshWeightUsage0=Partial Weight Swap (Gore)
ImportMeshWeightUsage1=Full Weight Swap ToggleMeshWeights=Toggle
Mesh Weights ToggleMeshWeightsFull=Toggle Mesh Weights
NewMorphTargetSet=New MorphTargetSet... ResetMorphTargetPreview=
Morph Target Weights SelectAllMorphTargets= Morph Targets
ImportMorphTarget=Import MorphTarget... ImportMorphTargetLOD=
MorphTarget LOD... ImportMorphTargets= MorphTarget
ImportMorphTargetsLOD= MorphTarget LOD
NewMorphTargetName= MorphTarget UpdateMorphTarget= Morph Targets
DeleteMorph= Morph Target WxDlgMorphLODImport_Filename=:
WxDlgMorphLODImport_MorphObject=Morph Target
WxDlgMorphLODImport_LODLevel=LOD Index WxDlgMorphLODImport_Title=
Morph Target LOD WxDlgMorphFbxImport_Title= MorphTarget
WxDlgMorphFbxImport_MeshNames= FBX Mesh
WxDlgFbxStaticMeshLODImport_Title= LOD WxDlgFbxSceneInfo_Title= FBX
Error_MustSpecifyNewAnimSetName= AnimSet
Error_MustSpecifyNewMorphSetName= MorphTargetSet
Error_AnimSetCantBePlayedOnSM=AnimSet (`~) Skeletal Mesh (`~).
Error_SelectAnimSetForImport= AnimSet
`~.
Error_SoftBodyMeshNotGenerated= soft body mesh.
Error_SoftBodyNoBonesDefined= soft body mesh
.\n Error_SoftBodyMeshSimplifiedTooMuch=Could not generate soft
body mesh because mesh simplified to zero triangle.\nTry increasing
the detail level or subdivision properties.
Error_OperationDisallowedOnCookedContent=
Error_OperationDisallowedOnLockedLevel=
Error_AnimSetCouldNotBePlayed=This `~ could not be played on any
loaded SkeletalMesh.\n failed. Error_SelectMorphSetForImport=
MorphTargetSet
MorphTarget (s)
Error_MorphImport_AlreadyExists=MorphTarget
Error_MorphImport_CantLoadFile= (`~)
Error_MorphImport_InvalidMeshFormat=MorphTarget mesh
Error_MorphImport_MismatchBaseMesh=
mash MorphTargetError_MorphImport_ReimportBaseMesh=Mash
Error_MorphImport_MissingMorphTarget=Morph
Morph
Target . Morph Targe Error_MorphImport_InvalidLODIndex=LOD index
. .LOD indices
mesh LOD indicesNoSocketsToPaste= ReimportTexture=Re-
CreateNewMaterial= CreateNewMaterialInstanceConstant=() Instance
CreateNewMaterialInstanceTimeVarying= Instance (
)NewMaterialName=:
ShowStreamingBounds=Show Streaming Bounds
ClearStreamingBounds=Clear Streaming Bounds
ToolTip_AtomicResourceImport=Re-
Reimport= DirtyPackageDialog_SaveSelected=
DirtyPackageDialog_SaveSelected_Tooltip=
DirtyPackageDialog_SaveNone=
DirtyPackageDialog_SaveNone_Tooltip= DirtyPackageDialog_Cancel=
DirtyPackageDialog_Cancel_Tooltip=
Unreal Editor
DirtyPackageDialog_Title= DirtyPackageDialog_Message=
\n .\n GenerateLOD=Generate LOD... GenerateUVs=Generate Unique
UVs... StaticMeshEditor_ExportLightmapMesh= Light Map Mesh
(.OBJ)... StaticMeshEditor_ImportLightmapMesh= Light Map Mesh
(.ASE)... StaticMeshEditor_ExportToPromptTitle= ...
StaticMeshEditor_ImportToPromptTitle= ...
GenerateLOD_Error_NoSourceDataAvailable=Unable to generate an LOD
for this mesh because the mesh's source data has been stripped.
GenerateUVs_Error_NoSourceDataAvailable=Unable to generate UVs for
this mesh because the mesh's source data has been stripped.
ChangeMesh= Mesh FixupElements=Fixup empty/bad elements
FixupElements_FracturedMeshNotSupported=Fixup Elements for
Fractured Static Meshes not supported.
RemovingElementsPrompt=Removing elements:
RemovingElementsFormatString_NoTriangles=`~: No triangles
RemovingElementsFormatString_NoMaterial=`~: No material
RemovingElementsPrompt_Confirm=? LODGenerationSuccessful=LOD
Generation Successful.\nThe new triangle count may not exactly
match the requested triangle count.
GenerateUniqueUVs_UVGenerationSuccessful=Finished generating UVs;
Charts: `~; Largest stretch: `.2~
GenerateUniqueUVs_UVGenerationFailed=Failed to generate UVs; Try
adjusting increasing the max charts/stretch
GenerateUniqueUVs_SelectChartingMethod=Select generation method:
MaxUVStretchingText=Limit maximum stretching (0-1)
GenerateUniqueUVs_MinChartSpacingPercentText=Spacing between charts
(0-100 percent) GenerateUniqueUVs_BorderSpacingPercentText=Border
spacing (0-100 percent) GenerateUniqueUVs_MaxChartsText=Limit
maximum number of charts KeepExistingUVText=Pack UVs only (keep
existing charts) UVChannelText=UV channel to save results to
LODChooseText=Mesh LOD to generate UVs for GenerateUniqueUVs_Apply=
GenerateUniqueUVs_WindowTitle=Generate Unique UVs LODTriCount=New
Triangle Count: ChooseLODLevel=Choose LOD Level
ChooseUVIndex=Choose UV Index To Generate For UVIndex=UV Index
(From 0): LODLevel:=LOD:
ExistingLODLevel:=Existing LOD Level: NoFileSelectedForLOD= LOD
MultipleFilesSelectedForLOD= LOD
StaticMeshEditor_NoFileSelectedForLOD=
LODStaticMeshEditor_MultipleFilesSelectedForLOD=
LODStaticMeshEditor_UnableToSaveFile= static mesh
StaticMeshEditor_UnableToLoadFile= static mesh
StaticMeshEditor_LightmapExportFailure=Some static meshes failed to
export or provided warnings. Please check the Log Window for
details. StaticMeshEditor_LightmapImportFailure=Some static meshes
failed to import or provided warnings. Please check the Log Window
for details. StaticMeshEditor_LightmapImportVertexMismatch=Vertex
count does not match for '`~' LOD Index `~\nRemember to enable
export of Texture Coordinates!
StaticMeshEditor_LightmapImportTriangleMismatch=Triangle count does
not match for '`~' LOD Index `~\nRemember to enable export of
Texture Coordinates!
StaticMeshEditor_LightmapImportFileReadFailure=File failed to
import '`~' LOD index `~
StaticMeshEditor_InvalidLightMapCoordinateIndexOnExport=Lightmap
Coordinate is out of bounds for '`~' with a value of `~. On import,
a new set of textures coordinates will be added.
StaticMeshEditor_NoSourceDataForExport=
'`~'.
StaticMeshEditor_InvalidLightMapCoordinateIndex=Lightmap
Coordinate is out of bounds for '`~' with a value of `~
StaticMeshEditor_LightmapImportNewLightmapCoordinate=New Lightmap
Coordinate added for '`~' with an index of `~
StaticMeshEditor_Error_FractureMeshMissingSourceMeshData=Fractured
Mesh `~ is missing source mesh data. Please fracture from the
original source art.
LODBoneDoesNotMatch= '`~' base SkeletalMesh '`~'.\n
LODRootNameIncorrect=Root bone in LOD is '`~' instead of
'`~'.\nImport failed. LODBoneHasIncorrectParent=Bone '`~' in LOD
has parent '`~' instead of '`~' LODImportSuccessful=Mesh for LOD `~
imported successfully! LODALLImportSuccessful=All mesh LODs were
imported successfully! Prompt_InvalidLODIndex=Invalid mesh LOD
index `~, as no prior LOD index exists! LODImportFail=Failed to
import mesh for LOD `~! FbxLODImportSuccessful=Meshes for multiple
LODs imported successfully! LODMissingSocketBone=This LOD is
missing bone '`~' used by socket '`~'.\nAborting import.
LODHasSoftVertices=Warning: The mesh LOD you are importing has some
vertices with more than one influence. MeshHasDifferentRoot=Root
Bone is '`~' instead of '`~'.\nDiscarding existing LODs.
NewMeshMissingBoneFromLOD=New mesh is missing bone '`~' required by
an LOD. LOD will be removed. RemoveLOD= LOD ... NoLODToRemove=No
LODs to remove! LODLabel=LOD: TwoFileMustBeSameFormat=Both mesh
files must be the same file format: FBX or PSK
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 NoDestinationAnimSetSelected=No
destination AnimSet selected in Browser.
AnimSetSelectedIsSourceAnimSet=AnimSet selected in Browser is the
same as the source AnimSet! MergeMeshMaterials=Merge Mesh Materials
MergeMaterialSuccess=Success\nMerged From `~ Materials To `~.
SetLODAuto= LOD ForceLODBaseMesh=Force LOD Base Mesh
ForceLOD1=Force LOD 1 ForceLOD2=Force LOD 2 ForceLOD3=Force LOD 3
LevelViewportToolBar_OptionsButton_ToolTip=
LevelViewportOptions_DefaultShowFlags= ShowSkeleton= ShowBoneNames=
ShowReferencePose= ShowMirror=Show Mirror ShowWireframe=Show
Wireframe ShowAdditiveBase=Show Additive Base ShowFloor=
ShowGrid=Show Grid ShowSockets= ShowBounds=
ShowCollision=Show Collision ShowSoftBodyTetra=Show Soft Body
Tetra ShowMorphKeys=Show Morph Keys ShowAltBoneWeightingEdit=Alt.
Bone Weighting Edit Mode ShowClothMovementScale=Show Cloth Movement
Scale ShowTangent=Show Tangent TriangleSortMode=Custom Triangle
Sorting Mode ClickToSelectSortStrip=Click the mesh to select a
strip the strip for which you wish to change the drawing order.
NoCustomSortSections=No sections in the mesh are TRISORT_Custom.
See the mesh's the LODInfo properties.
SelectStripToMoveInFrontOf=Move the mouse over the strip you wish
to move the selected (white) strip in front of.
ClickToMoveInFront=Click to move the selected white strip in front
of the blue strip. SelectStripToMoveBehind=Move the mouse over the
strip you wish to move the selected (white) strip in front of.
ClickToMoveBehind=Click to move the selected white strip in behind
the blue strip. PressBorFToSort=Hold down B to move the selected
strip behind, or hold F to move move it in front of another strip.
AsVector=As Vector AsTexture=As Texture ShowNormal=Show Normal
ShowSection=Show Material Section UpdateBounds=Update Bounds
CopyBoneNamesToClipboard=Copy Bone Names To Clipboard
CopyWeightedBoneNamesToClipboard=Copy Weighted 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
RenameSequence=Rename Sequence DeleteSequence=Delete Sequence(s)
CopySequence=Copy Sequence(s) to selected or current AnimSet
MoveSequence=Move Sequence(s) to selected AnimSet
MakeSequencesAdditive=Convert Sequence(s) to Additive Animation(s)
RebuildAdditiveAnimation=Rebuild Additive Animation(s)
AddAdditiveToSequence=Add Additive Animation to selected
sequence(s) SubtractAdditiveToSequence=Subtract Additive Animation
to selected sequence(s) AnimSequenceAlreadyAdditive=AnimSequence `~
is already an Additive Animation.
DefaultSkelMeshNotFound=AnimSequence `~ doesn't have a default
skeleletal mesh set. Aborting conversion to additive animation.
SelectReferenceAnimSequence=Select animation to use as reference
pose. First frame will be used. RefPoseSequenceName=Reference pose
animation name: CopySequenceName=Copy Sequence Name To Clipboard
CopySequenceNameList=Copy Sequence Name List To Clipboard
PrefabSequenceRenameError=Renaming the Prefabs sequence is not
allowed. ApplyRotation=Apply Rotation ReZeroCurrentPosition=ReZero
On Current Position RemoveBeforeCurrentPosition=Remove Before
Current Position RemoveAfterCurrentPosition=Remove After Current
Position NewNotify=New Notify
ToggleCloth=Toggle Cloth SoftBodyGenerate=Generate Soft-Body
Tetrahedron Mesh SoftBodyToggleSim=Toggle Soft-Body Preview
Simulation ShowUncompressedAnimation=Show Uncompressed Animation
SortNotifies=Sort Notifies NotifyEnableAllPSys=Enable All PSys
Previews NotifyDisableAllPSys=Disable All PSys Previews
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
CalculateBoneBreaks=Calculate Bone Break Vert Weightings
CalculateBoneBreaks_1=Default CalculateBoneBreaks_2=Auto Detect
Rigid CalculateBoneBreaks_3=Rigid Body Preferred
DeleteBoneBreaks=Delete Bone Break Vert Weightings of Selected
Bones ShowAllMeshVerts=Show All Mesh Vertices ResetBoneBreaks=Reset
All Bone Break Vert Weightings
RenderBlendWeights=Render Blend Weights XAxis=X Axis YAxis=Y
Axis ZAxis=Z Axis TranslateSocket=Translate Socket RotateSocket=
ClearPreviews=Clear Previews CopySockets= PasteSockets=
SocketManager= Sockets= DeleteSocket= File= View= Notifies=Notifies
MeshNone=Mesh: None AnimSetEditor_F=Unreal AnimSet Editor: `~
PostProcessEditor_F=Unreal Post Process Editor: `~
AnimSetEditor=AnimSet Editor AnimSetEditor_ActiveListen=Actively
listen for file system changes AnimSetEditor_AutoReimportTitle=Auto
Import ImportPSAFile=Import PSA File ImportCOLLADA_Anim_File=Import
Collada File ImportFbx_Anim_File=Import AnimSet From Fbx File
AnimTreeEditor_F=Unreal AnimTree Editor: `~ EditLinkedObj=Edit
LinkedObj NewAnimNode=New Animation Node
NewControlBase=New Skeletal Control NewMorphNode=New Morph Node
NewAnimSequence=New Animation Sequence NewSoundClass=New Sound
Class AnimTreeCopy= AnimTreePaste= AnimTreeDuplicate=Duplicate
AnimSequencePlayer=AnimSequence Player MorphNodePose=Morph Pose
AddInput= AddChildSlot=Add Blank Child Slot 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
ConnectToCustomLightingDiffuse=Connect to Custom Lighting
Diffuse ConnectToAnisotropicDirection=Connect to Anisotropic
Direction ConnectToWorldPositionOffset=Connect to World Position
Offset BreakLink= BreakAllLink= ToggleLink=Toggle Link
ToggleLinkPIE=Toggle Link for PIE ConfirmBreakAllLinks=Are you sure
you want to break all links? ConfirmClosingWithMissingNodes=There
are unlinked nodes. They will be lost. Are you sure you want to
close? DeleteInput=Delete Input NameInput= ChangeBone=
DeleteSkelControlChain=Delete SkelControl Chain PauseAnimTree=Pause
AnimTree PreviewSelectedNode=Preview Selected Node
ShowNodeWeight=Show Node Weights AddPrimitiveIgnore=Add primitive
to light ignore list RemovePrimitiveIgnore=Remove primitive from
light ignore list ClearIgnore=Clear light ignore list CameraMode=
GeometryMode=Geometry Mode Modifiers=Modifiers BrushClip=Brush Clip
Lathe=Lathe Modifier_F=Modifier [`~] TerrainEditingMode=Terrain
Editing Mode TextureAlignmentMode=Texture Alignment Mode
EditorModeButtonBar_CoverEdit=Cover Edit Mode CSGAdd=CSG Add
CSGSubtract=CSG Subtract CSGIntersect=CSG Intersect
CSGDeintersect=CSG Deintersect AddSpecialBrush=Add Special Brush
AddVolume=Add Volume (right click for options)
ShowSelectedOnly=Show Selected Only HideSelected=Hide Selected
SelectActors=Select Actors InvertSelections=Invert Selection
SelectRelevantLights=Select Lights Relevant to Actor
SelectByProperty=Select by Property SelectByPropertyF= (`~ with `~:
`~) ShowAll= HideAll= ShowAllAtStartup= Startup Editor
ShowSelectedAtStartup= Startup Editor HideSelectedAtStartup=
Startup Editor ShowHideActors=Visibility
CurveEdPresetCaption=CurveEd Preset Selection `~ Saving=Saving
SavingMap_F=Saving map: `~...
SavingMapStatus_CollectingGarbage=(Collecting garbage)
SavingMapStatus_CachingPhysStaticMeshes=(Building collision data)
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 (`~/`~) ConvertingPVRTextures=Converting texture `~ of `~
(`~) to PVRTC GenNavMesh=Generating NavMesh
GenNavMesh_Markers=Adding Nav Markers 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= SavingPackagef= `~ SavingPackageE= ...
LoadingPackage=
LoadingPackagef= `~
SavingPackage_GeneratingThumbnails=Generating thumbnails...
SavingPackage_CompressingTexture=Compressing texture: `~
SavingPackage_CompressingSourceArt=Compressing source art for
texture: `~ SetBrushProperties=Set Brush Properties
MissingScaleFactor=Missing scale factor MapScaling=Map scaling
MissingFilename= ExportingMap_F=Exporting map: `~...
ImportingActors=Importing actors LoadingMap_F=: `~...
LoadingMapStatus_CleaningUp=(Clearing existing world)
LoadingMapStatus_Initializing=(Initializing world) CleaningUpE= ...
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 animations
ImportingFbxAnimations=Importing FBX animations
COLLADAResources=COLLADA Resources IlluminatingActors=Illuminating
actors IlluminatingBSP=Illuminating BSP
ImportingSkeletalMeshFile=Importing Skeletal Mesh File
WarningNoSkelInfluences=Warning skeletal mesh is has no vertex
influences 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_SelectLensFlare=Select lens flare
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=
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?
Module_LocationBoneSocket_AutoFill=Auto-fill Bone/Socket Names
Module_LocationBoneSocket_NoEditorMesh=No editor mesh is set.
Module_LocationBoneSocket_EditorMeshNoSockets=Editor mesh has no
sockets. Module_LocationBoneSocket_EditorMeshNoBones=Editor mesh
has no bones. CascadeSavePackage=Save Package
CascadeRegenLowestLOD=Regenerate lowest LOD ViewOriginAxes=View
Origin Axes ViewParticleCounts=View Particle Counts
ViewParticleTimes=View Particle Times ViewParticleEvents=View
Particle Event Counts 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? EmitterDeleteCollapsed=Can not delete a collapsed
emitter.\nExpand it and then delete. 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)
Cascade_ReplaceTypeDataModule=Replace the existing type data
module? ViewModuleDump=View Module Dump CopyModule=Copy Module
DeleteModule=Delete Module EnableModule=Enable Module
ResetModule=Reset Module
Casc_RefreshModule=Refresh Module Casc_SyncMaterial=Sync
material Casc_UseMaterial=Use selected material
Casc_Unshare=Unshare module CASCADE_CancelSoloing=Disable soloing
to perform the following: DuplicateFromHighest=Duplicate highest
LOD DuplicateFromHigher=Duplicate next higher LOD
ShareWithHigher=Share next higher LOD New_F=New `~ NewEmitter=New
Emitter DuplicateEmitter=Duplicate Emitter
DuplicateShareEmitter=Duplicate + Share Emitter
DeleteEmitter=Delete Emitter ExportEmitter=Export Emitter
ExportAllEmitters=Export all emitters MoveEmitter=Move Emitter
ToggleEnableEmitter=Toggle Enable 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
ChangeViewMode=Change view mode Casc_ToggleGrid=Toggle Grid
Casc_SetFixedBounds=Set fixed bounds? ToggleBounds=Toggle Bounds
TogglePostProcess=Toggle PostProcess ToggleMotionMode=Toggle Motion
SetMotionRadius=Set Motion Radius MotionRadius=Motion Radius
InterpEd_ToolBar_PlayReverse_Desc=Play in Reverse | Plays the
Matinee sequence backwards, starting from the time cursor's
position Play= Pause= SetSpeed=Set sim speed FullSpeed=100%
50Speed=50% 25Speed=25% 10Speed=10% 1Speed=1%
ToggleLoopSystem=Toggle Loop System ToggleRealtime=Toggle Real Time
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
Cascade_InterpolationMethodLODWarning=Unable to change
InterpolationMethod due to LOD level 0 setting.
GetPositionFromAnotherGroup=Select Transform Lookup Group...
ClearGroupLookup=Clear Transform Lookup Group
ClearGroupLookup_F=Clear Transform Lookup Group (`~)
SelectGroupToLookupDataFrom=Lookup Group:
SelectStageMarkGroup=Select Stage Mark Group
SelectStageMarkGroupToBasedOn=Select Stage Mark Group \r\nthis
group is based on Error_NoValidGroupAvailable=No group is available
for Stage Mark. Please create empty group and connect valid actor.
CreateValidStageMarkGroup=Would you like to create new group for
stage mark? You need to connect valid actor to it.
FitHorizontally=Fit View Horizontally FitVertically=Fit View
Vertically CurveEd_ToolBar_FitViewToAll=Fit View To All
CurveEd_ToolBar_FitViewToSelected=Fit View To Selected PanMode=Pan
Mode ZoomMode= CurveAuto=Curve (Auto) CurveAutoClamped=Curve
(Auto/Clamped) 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
CurveEd_CurveLabelContext_UpgradeInterpMethod=Upgrade Curve
Tangents
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= 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: `~
ProcBuildingRuleset_F=ProcBuilding Ruleset: `~
ProcBuildingOptions=ProcBuilding ApplyPBRulesetToFaceF=Apply
Ruleset (`~) To Face ApplyMaterialToPBFaceF=Apply Material (`~) To
Face ClearFaceVariationAssignments=Clear Face Variation Assignments
ClearPBMaterialFaceAssignments=Clear Material Face Assignments
SelectBaseBuilding=Select Base Building GroupBuildings=Group
Buildings ProcBuildingResourceInfo=Resource Info
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
InterpEd_TrackKeyAffectedByForceStartPosition_F=WARNING:
bForceStartPos is enabled but a `~ Track in Group '`~' has a key
frame before ForceStartPosition time of `02~. (Key frame will be
IGNORED when sequence is played back ingame!)\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 delete first key of a Relative To
Initial track. MatineeActionAlreadyOpen=An UnrealMatinee sequence
is currently open in an editor. Please close it before proceeding.
TransactionIsActive=Undo Transaction Is Active - Cannot Open
UnrealMatinee. Matinee=UnrealMatinee
MatineeCamAnimMode=UnrealMatinee (CameraAnim mode) OpenMatinee=
UnrealMatinee ExitMatinee= UnrealMatinee AddSwitchConnector=Add
Switch RemoveSwitchConnector= CopyConnections= CutConnections=
PasteConnections= HideOutput= SetActivateDelay=Set Activate Delay
AdjustKey_F=ADJUST KEY `~ CurveEdit=Curve Edit &Window=&
Key_F=KEY `~ KeyFrames=Keys Frames=Frames NewTrack=NewTrack
CaptureGroup=`~CG CaptureTrack=`~CT DeleteSection=Delete
Section
InsertSpace=Insert Space TrackDelete=Track Delete
GroupDelete=Group Delete AddKey=Add Key RecordTracks=Record Tracks
LoopSection=Loop Section Stop= Undo= Redo= UndoA=\tCtrl-Z RedoA=
\tCtrl-Y CurveEditorCaption_F=Unreal Curve Editor: `~
CurveEditor=Curve Editor ToggleCurveEditor=Toggle Curve Editor
ToggleSnap=Toggle Snap ViewFitSequence=Fit View to Sequence
ViewFitToSelected=Fit View to Selected ViewFitLoop=Fit View to Loop
ViewFitLoopSequence=Fit View/Loop to Sequence
InterpEd_ToggleGorePreview=Enable Gore in Editor Preview
InterpEd_RecordingWindowTitle=Matinee Recording Window
InterpEd_LaunchRecordingWindow_Tooltip=Launch Recording Window for
Matinee InterpEd_ToggleMatineeRecord_Tooltip=Start Recording
Tracks. InterpEd_MatineeRecordMode_Tooltip=Recording Mode for
Matinee InterpEd_RecordMode_CameraGroupName=CameraGroup
InterpEd_RecordMode_NewCameraMode=New Camera Mode
InterpEd_RecordMode_NewCameraAttachedMode=New Attached Camera
Mode
InterpEd_RecordMode_DuplicateTracksMode=Duplicate Selected
Tracks InterpEd_RecordMode_ReplaceTracksMode=Replace Selected
Tracks InterpEd_RecordMenu_RecordMode=Record Mode
InterpEd_RecordMenu_TranslationSpeedMultiplier=Translation Speed
InterpEd_RecordMenu_RotationSpeedMultiplier=Rotation Speed
InterpEd_RecordMenu_ZoomSpeedMultiplier=Zoom Speed
InterpEd_RecordMenu_InvertXAxis=Invert X Axis
InterpEd_RecordMenu_InvertYAxis=Invert Y Axis
InterpEd_RecordMenu_RollSmoothing=Roll Smoothing
InterpEd_RecordMenu_PitchSmoothing=Pitch Smoothing
InterpEd_RecordMenu_CameraMovementScheme=Camera Movement
InterpEd_RecordMenu_CameraMovementScheme_FreeCam=Free Camera
InterpEd_RecordMenu_CameraMovementScheme_PlanarCam=Planar Camera
InterpEd_RecordMenu_ZoomDistance=Zoom Distance
InterpEd_RecordingStateGetReadyPause=Recording will begin in `~
InterpEd_RecordingStateActive= `~ / `~
InterpEd_LaunchDirectorWindow=Launch Director Window
InterpEd_MatineeDirector_Title=Matinee Director
InterpEd_MatineeRecord_Title=Matinee Track Recorder
InsertSpaceCurrent=Insert Space at Current SelectKeysSection=Select
Keys in Section DuplicateSelectedKeys=Duplicate Selected Keys
InterpEd_EditMenu_DeleteSelectedKeys=Delete Selected Keys
SavePathBuildingPositions=Save as Path-Building Positions
JumpPathBuildingPositions=Jump to Path-Building Positions
InterpEd_ViewMenu_Show3DTrajectories=Draw 3D Trajectories
InterpEd_ViewMenu_ZoomToTimeCursorPosition=Zoom to Time Cursor
Position InterpEd_Undo_ToggleTrajectory=Toggle 3D Trajectory for
Track
InterpEd_MovementTrackContext_Show3DTracjectory=Show 3D
Trajectory
InterpEd_MovementTrackContext_ShowAll3DTracjectories=Show
Trajectories for All Tracks
InterpEd_MovementTrackContext_HideAll3DTracjectories=Hide All
Trajectories
InterpEd_ParticleReplayTrackContext_StartRecording=Start Recording
Particles InterpEd_ParticleReplayTrackContext_StopRecording=Stop
Recording Particles
InterpEd_KeyContext_SyncGenericBrowserToSoundCue_F=Find `~ in
Generic Browser... InterpEd_KeyContext_SetMasterVolume=Set Master
Volume InterpEd_KeyContext_SetMasterPitch=Set Master Pitch
InterpEd_KeyContext_ConditionMenu=Active Condition
InterpEd_KeyContext_SetCondition_Always=Always Active
InterpEd_KeyContext_SetCondition_GoreEnabled=Active if Gore is
Enabled InterpEd_KeyContext_SetCondition_GoreDisabled=Active if
Gore is Disabled
InterpEd_ParticleReplayKeyContext_SetClipIDNumber=Select Particle
Replay Clip ID InterpEd_ParticleReplayKeyContext_SetDuration=Set
Particle Clip Duration
InterpEd_SetParticleReplayKeyClipIDNumber_DialogTitle=Set Particle
Clip ID Number
InterpEd_SetParticleReplayKeyClipIDNumber_DialogCaption=New clip ID
InterpEd_SetParticleReplayKeyDuration_DialogTitle=Set Particle Clip
Duration InterpEd_SetParticleReplayKeyDuration_DialogCaption=New
duration (in seconds) InterpEd_Undo_ShowOrHideAllTrajectories=Show
or Hide All Trajectories
InterpEd_Undo_ToggleTrackEnabled=Enable/Disable Track
InterpEd_HierachyRepairsNotification=Warning: Problems were
detected with the organizational data in this Matinee sequence and
repairs have been made. Some groups may have been removed from the
folders they were previously in. No changes were made to the actual
Matinee sequence data. You should resave the level to make these
repairs permanent. AddNew_F=
`~
DeleteGroup=
DeleteFolder= DeleteFolderAndGroup= DeleteTrack=Delete Track
CopyTranslationBoneNames=Copy TranslationBoneNames to Selected
AnimSet AnalyzeAnimSet=Analyze AnimSet 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
AddNewAIGroup=Add New AI Group InterpEd_AddNewFolder=
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= SetAnimLooping=Set Looping SetAnimNoLooping=Set
Non-Looping SetStartOffset=Set Start Offset SetEndOffset=Set End
Offset SetPlayRate=Set Play Rate
InterpEd_KeyContext_DeleteSelected=Delete NewAnimOffset=New Anim
Offset
NewAnimRate=New Anim Rate PlayRate=Play Rate
NewTransitionTime=New Transition Time SetTransitionTime=Set
Transition Time FlipToggle=Flip Toggle Time= TimeInSeconds=()
NewOffset=New Offset NewKeyTime=New Key Time NewKeyValue=New Key
Value DeleteSelectedKeys=Delete Selected Keys MoveEndMarker=Move
End Marker MoveLoopStartMarker=Move Loop Start Marker
MoveLoopEndMarker=Move Loop End Marker Drag3DTrajectoryHandle=Drag
3D Trajectory Handle UpdateKeyframe=Update Key Frame
MoveSelectedKeys=Move Selected Keys OpenSequence=Open Sequence
LinkedObjectModify=LinkedObject Modify
MainMenu_OpenMatinee=UnrealMatinee 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 NewClassName=New Class Name EnterNewName=Enter name:
NewWrappedComment=New Comment (Wrap) EditComment=Change Comment
CommentText=Comment Text: NewRemoteEvent=New Remote Event
EventName=: SetOutputDelay=Set Output Delay OutputDelayText=Delay:
SetInputDelay=Set Input Delay InputDelayText=Delay: Paste=
NewObjectInvalidLocation=This is not a valid location for a new
Sequence Object. NewObject= NewEvent=(New Event) NewVar=New Var
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
CreateNewEntryFromCurrentSelection=Create New Entry From Current
Selection AnimTreeEdComboMesh_F=Mesh: `~
AnimTreeEdComboAnimSet_F=AnimSet: `~
AnimTreeEdComboSocket_F=Socket: `~ AnimTreeEdPreviewAnimSet=Preview
AnimSet SearchTool= OpenNewKismetWindow= ObjectNone=Object:
ObjectStatus_F=Object: [`~] Object_F=Object: [`~] NewAction=New
Action NewCondition=New Condition NewVariable=New Variable
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 `~ Status: `~
UpdateLatest_F= '`~' SelectEventsActors=Select Event(s) Actor(s)
ForceFireEvent=Force Fire Event AssignToEvents_F=Assign `~ To
Event(s) SelectAssigned_F=Select `~ in Level
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) RenameSelectedSequence=Rename Selected Sequence
ExportSequenceToPackage=Export Sequence To Package
BreakAllLinks=Break All Links ConvertToParameter=Convert To
Parameter BreakLinkTo=Break Link To RemoveFromFavorites=Remove from
favorites AddToFavorites=Add to favorites CreateNewVar_F=`~
BreakEventLinks=Break Event Links KismetSearch=UnrealKismet Search
CreateSeqObj=New Sequence Object Results=Results CommentsNames=
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 CustomLightingDiffuse=Custom
Lighting Diffuse AnisotropicDirection=Anisotropic Direction
WorldPositionOffset=World Position Offset 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. PreviewCaption_F=: `~ PropertiesCaption_F=:
`~
PropertiesCaption=Properties:
MaterialExpressionListCaption_F=Material Expressions: `~
MaterialExpressions=Material Expressions SourceCaption_F=Source: `~
Source=Source 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=.. UnableToMoveToInvisibleLevel=Unable to move actors to
levels that are invisible. UnableToSaveInvisibleLevels=Save
aborted. Levels must be made visible before they can be saved.
UnableToSaveLockedLevels=Save aborted. Level must be unlocked
before it can be saved. UnableToSaveSomeInvisibleLevels_F=Some
levels were invisible and could not be saved. The following levels
were not saved:\n\n`~ UnableToSaveSomeLockedLevels_F=Some levels
were locked and could not be saved. The following levels were not
saved:\n\n`~ 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... 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..
DeleteBodyBelow=Delete 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: `~
SoundClassEditorCaption=Unreal Sound Class Editor
PlaySelectedNode=Play Selected Node SyncNodeInBrowser=Sync to
Browser PlaySoundCue=Play SoundCue PlaySound=(Play Sound)
StopSound=(Stop Sound) LoopSound=Loop Sound
SoundAttenuationNodes=Sound Attenuation Nodes
PreviewControls=Preview Controls SoundNodeWave_F=SoundNodeWave: `~
SoundNodeRandom_F=Random: `~ DeleteSelectedNodes=Delete Selected
Node(s) DeleteSelectedClasses=Delete Selected Sound Class(es)
Facade_F=Facade: `~ FacadeRepplyRuleset=Reapply Ruleset
AttachEdAddActor=Add Selected Actors AttachEdClear=Clear
AttachEdAttach=Attach Actors (Alt-B)
AttachEdRefresh=Refresh View AttachEdBreakParent=Break To Parent
AttachEdRemoveGraph=Remove Attachment Graph
AttachEdBreakAndRemove=Break All Attachments of Selected and Remove
AttachEdBaseToBe=Base-to-Be AttachEdAutoArrange=Auto Arrange Graphs
AttachEdAttachToActor=Attach to Actor
AttachEdSkelMeshMenuBones=Bones AttachEdSkelMeshMenuSockets=Sockets
BreakParentLink=Detach From Parent Triangles_F=Triangles: `~
Vertices_F=Vertices: `~ OpenEdges_F=Open Edges: `~
DoubleSidedShadowTriangles_F=Double Sided Shadow Triangles: `~
UVChannels_F=UV Channels: `~ ApproxSize_F=Approx Size: `~x`~x`~
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: `~
StaticMeshEditor_AddNewLOD= () StaticMeshEditor_ReplaceLOD=
(Replace) 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=
2DShapeEditorCaption_F=2D Shape Editor - [`~]
Selecting=Selecting... ProcessingSkeletalTriangles=Processing Mesh
Triangles ProcessingChunks=Processing Chunks
ProcessingSections=Processing Sections
CreatingNewMeshSections=Creating New Mesh Sections
FixupBoneMaps=Fixing Up Bone Maps ReorderingBoneWeights=Reordering
Bone Weights SelectingActors=Selecting Actors
SelectingBrushes=Selecting Brushes ActorMovement=Actor Movement
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= `~
AllFiles=|*.* 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= SelectInside=Select Inside SelectInvert=Select Invert
SelectOfClass=Select Of Class SelectOfClassAndArchetype=Select of
Class and Archetype SelectSubclassOfClass=Select Subclass Of Class
SelectDeleted=Select Deleted
SelectMatchingStaticMesh=Select Matching Static Mesh
SelectMatchingSkeletalMesh=Select Matching Skeletal Mesh
SelectMatchingEmitter=Select Matching Emitters
ToggleDynamicChannel=Toggle Dynamic Channel SelectAllLights=Select
All Lights (Any Type) SelectAllLightsWithSameClassification=Select
Lights Matching Classification SelectKismetReferencedActors=Select
Actors Referenced by UnrealKismet
SelectKismetUnreferencedActors=Select Actors Not Referenced by
UnrealKismet SelectMatchingZone=Select All Actors in Matching Zone
InterpEd_Move_SelectedTrackOrGroup=Move Selected Track Or Group
InterpEd_Cut_SelectedTrackOrGroup=Cut Selected Track Or Group
InterpEd_Paste_SelectedTrackOrGroup=Paste Selected Track Or Group.
InterpEd_Copy_NeedToSelectGroup=No selected tracks or groups to
copy. Please highlight a track or group to copy by clicking on the
track or group's name to the left.
InterpEd_Paste_NeedToSelectGroup=No selected groups to paste into.
Please highlight a group to copy by clicking on the group's name to
the left. InterpEd_Paste_OneGroup=Can only have one group selected
when pasting. CopyGroup=Copy Group InterpEd_Copy_GroupDesc=Copy the
selected group to the UnrealMatinee clipboard. CutGroup=Cut Group
InterpEd_Cut_GroupDesc=Cut the selected group to the UnrealMatinee
clipboard. CopyTrack=Copy Track InterpEd_Copy_TrackDesc=Copy the
selected track to the UnrealMatinee clipboard. CutTrack=Cut Track
InterpEd_Cut_TrackDesc=Cut the selected track to the UnrealMatinee
clipboard. PasteGroupOrTrack=Paste Group/Track
InterpEd_Paste_GroupOrTrackDesc=Paste previously copied group or
track from the UnrealMatinee clipboard.
PasteGroup=Paste Group InterpEd_Paste_GroupDesc=Paste 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 Undo_SnapBrushVertices=Snap Brush Vertices
Undo_SnapBrushOrigin=Snap Brush Origin Planar=Planar Fit=Fit
Default= (Default) Defaults=.. (Defaults) NewVolume=(New Volume)
Face= (Face)
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 Levels=Levels Open= Pen= (Pen) Root=Root
Duplicate=Duplicate Save_F=Save: `~ ChooseADirectory=Choose A
Directory Packages=Packages OpenPackages=Open Packages
OpenPackage=Open Package Rename= RenameLoc=Rename (with language
variants) NewGroup=New Group UnrealEdCaption_F=`~ - `~
Untitled=Untitled
Undo_F= `~ Redo_F= `~ Undo_FA= `~\tCtrl-Z Redo_FA= `~\tCtrl-Y
UndoLastAction=Undo the last action RedoLastAction=Redo the last
action ImportingMap_F=Importing map: `~... MapSaved=Map Saved
Heightmap=Heightmap UnrealEd=UnrealEd Split=Split
Triangulate=Triangulate Optimize=Optimize 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
LevelViewportContext_SelectMenu=Select
LevelViewportContext_PlayOnF=Play on `~
LevelViewportToolbar_PlayInViewport=Play in Viewport
PlayInEditor=Play in Editor LocalStandalone=Local Standalone
Perspective=Perspective\tAlt+F
Top=Top\tAlt+G Side=Side\tAlt+J Front=Front\tAlt+H
Maximize_Viewport=Maximize Viewport BrushWireframe=Brush Wireframe
LevelViewportOptions_BrushWireframe=Brush Wireframe\tAlt+1
Wireframe=Wireframe LevelViewportOptions_Wireframe=Wireframe\tAlt+2
Bounds=Bounds Collision=Collision LockCamera=()
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? ConvertBoxCollision=Convert Boxes to Convex
ConvertBoxCollisionPrompt=Are you sure you want to convert all box
collision? ConvertBoxCollisionFailedPrompt=Failed to convert box
collision to convex NeedSimpCollisionForFracture=This mesh requires
a collision model to make a fractured mesh. NoFractureInfo=Before
slicing, please click the Generate button to create the chunk
splits for this mesh.
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.
SMMergeSelectedMeshSourceDataIsStripped=The selected static mesh
can't be used as a fracture core because its source geometry has
been stripped out. SMMergeFracMeshAlreadyHasCore=This
FracturedStaticMesh already has a Core mesh.
SMMergeFracMeshCoreNoCollision=Core mesh for FracturedStaticMesh
needs collision model. SMMergeInvalidLightmapUVs=The selected core
mesh does not appear to have valid lightmap UVs
(LightmapCoordinateIndex is 0 or only 1 set of texcoords), texture
lightmaps will be wrong. Use this core mesh anyway? (`~)
FractureCoreHasInvalidUVs=The core mesh does not appear to have
valid lightmap UVs (LightmapCoordinateIndex is 0 or only 1 set of
texcoords), texture lightmaps will be wrong! (`~) 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
MoveToFaces=Move To Faces FracturingMesh=Fracturing Mesh
Choppingizing=Choppingizing BuildingMesh=Building Mesh
GenerateUVsProgressText=Generating unique UVs...
LevelOperationProgress_MoveActorsToLevel=Moving Actors Between
Levels...
ViewChunk=Show Chunks ViewChunkMode= (Show Mode) ViewOnly=View
Only ViewAllBut=View All But ViewUpTo=View Up To ShowCuts=Show Cuts
ShowCutsSolid=Show Cuts Solid ShowVisibleCuts=Show Visible Cuts
SliceColorMode=Slice Color Mode Random=(Random)
SupportChunks=Support Chunks DestroyableChunks=Destroyable Chunks
NoPhysChunks=No Physics Chunks ShowCore=(Show Core)
Destroyable=Destroyable RootChunk=Support Chunk NoPhysChunk=Spawn
No Physics ChunkOptions=Chunk Options ChunkSelection=Chunk
Selection GenerateChunks=Generate Chunks ChunkShape=Chunk Shape
ModifyPoints=Modify Points GrowSelection=Grow Selection
ShrinkSelection=Shrink Selection SelectTop=Select Top
SelectBottom=Select Bottom InvertSelection=Invert Selection
AddCore=(Add Core)
AdjustCore=Adjust Core RemoveCore= (Remove Core) AcceptCore=
(Accept Core) CancelCore= (Cancel Core) Core= (Core) Viewing=
(Viewing) NeedsSlicing=, NEEDS SLICING MeshSimp_WindowTitle=Mesh
Simplification MeshSimp_NotificationWindowTitle=Mesh Simplification
MeshSimp_SimplificationGroupLabel=Simplification
MeshSimp_TargetTriangleCount=Target Triangles
MeshSimp_CreateSimplifiedMesh=Create New Simplified Mesh
MeshSimp_UpdateSimplifiedMesh=Update Existing Simplified Mesh
MeshSimp_ApplySimplifiedToCurrentLevel=Assign Simplified Mesh to
Actors MeshSimp_ApplyHighResToCurrentLevel=Restore High Res Mesh to
Actors MeshSimp_UnbindFromHighResMesh=Unbind From High Res Mesh
MeshSimp_HighResMeshGroupLabel=High Resolution Mesh
MeshSimp_HighResMeshNameLabel_F=Name: `~
MeshSimp_HighResMeshPackageLabel_F=Package: `~
MeshSimp_HighResMeshGeometryLabel_F=Triangles: `~ Vertices: `~
MeshSimp_HighResActorCountLabel_F=Actors using this mesh: `~
MeshSimp_HighResActorCountLabel_NotAvailable=Warning: High res mesh
could not be loaded! MeshSimp_SimplifiedMeshGroupLabel=Simplified
Mesh MeshSimp_SimplifiedMeshNameLabel_F=Name: `~
MeshSimp_SimplifiedMeshNameLabel_None=No simplified mesh exists
yet. MeshSimp_SimplifiedMeshPackageLabel_F=Package: `~
MeshSimp_SimplifiedMeshGeometryLabel_F=Triangles: `~ (`~%%)
Vertices: `~ (`~%%) MeshSimp_SimplifiedActorCountLabel_F=Actors
using this mesh: `~ MeshSimp_HighResActorDetailsButton=Details...
MeshSimp_HighResActorDetails_F=The following `~ actors are using
the high resolution mesh '`~':\n\n`~
MeshSimp_SimplifiedActorDetailsButton=Details...
MeshSimp_SimplifiedActorDetails_F=The following `~ actors are using
the simplified resolution mesh '`~':\n\n`~
MeshSimp_NoMeshAssignedToStaticMeshActor_F=Cannot simplify the
selected mesh '`~' because it doesn't have a StaticMesh assigned.
MeshSimp_ErrorLoadingSourceMesh_F=Unable to load high res source
'`~' mesh for low resolution mesh '`~'. It's possible that the
source mesh was deleted, renamed or moved to a different
package.\n\nIf you're unable to resolve this problem and don't want
to delete the simplified mesh, you can unbind from the high res
mesh to eliminate these errors.\n\nWould you like to unbind from
the high res mesh? MeshSimp_ErrorDuplicatingSourceMesh_F=A problem
was encountered while trying to duplicate the high resolution
source mesh '`~'. Mesh simplification cannot proceed.
MeshSimp_DestinationMeshAlreadyExists_F=An object named '`~'
already exists in the package '`~', and it doesn't appear to be a
simplified version of this mesh '`~'. Invalid object name.
MeshSimp_PromptToCreateNewMesh=This tool will now create a
duplicate of the high resolution mesh '`~' into your level's
package file, and then simplify the mesh's geometry using the
target triangle count you specified.\n\nThe new simplified mesh
will remember the name and package of the high resolution mesh it
was cloned from, so you can quickly make changes to the triangle
count later. However, changes to the original mesh will NOT be
automatically propagated, so you'll need to be careful to keep the
simplified mesh up to date.\n\nPlease click 'OK' to proceed.
MeshSimp_GenerateLODFailed_F=An error occurred while simplifying
the geometry for mesh '`~'. The simplified mesh may not render
correctly. Consider adjusting simplification parameters and
re-simplifying the mesh, or deleting it entirely.
MeshSimp_SwitchingEditorToSimplifedMesh_F=Successfully created new
simplified mesh '`~'!\n\nThe static mesh editor will now switch to
viewing the simplified mesh, where you'll be able to make changes
to the mesh's triangle
count.\n\nRemember to apply this new mesh to actors in your
level using the 'Assign Simplified Mesh to Actors' button.
MeshSimp_LoadingHighResSourceMesh=Loading high resolution source
mesh MeshSimp_CreatingSimplifiedMesh=Creating simplified mesh
MeshSimp_UpdatingSimplifiedMesh=Updating simplified mesh
MeshSimp_UpdatingActorReferences=Updating actors
MeshSimp_AllActorsUpdatedOK_F=All `~ actors were updated
successfully.\n\nThe following actors were updated:\n\n`~
MeshSimp_ActorsFailedToUpdate_F=Warning: Only `~ of `~ actors could
be updated.\n\nThe following actors could not be
updated:\n\n`~\n\nThe following actors were updated
successfully:\n\n`~
MeshSimp_SourceMeshInLevelPackageWarning=Warning: The high
resolution source mesh is already inside of the level's package.
Creating a simplified copy of this mesh may increase the memory
usage of this level. Do you want to continue?
MeshSimp_SimplifiedCopyFoundInLevel_F=It looks like a simplified
version of '`~' already exists as '`~' in the level package
'`~'.\n\nWould you like to modify the existing simplified mesh
instead? MeshSimp_HighResMeshHashChanged_F=Warning: The high
resolution source mesh '`~' appears to have changed since the
simplified mesh '`~' was last updated. You should update the
simplified mesh by selecting an appropriate triangle count and
clicking 'Update Existing Simplified Mesh'.
MeshSimp_ProceedWithUnbindFromHighResMesh_F=Warning: '`~' will no
longer be associated with it's high resolution source mesh ('`~').
After this change, you won't be able to update the simplified
mesh's geometry using the source mesh as reference.\n\nAre you sure
you want to unbind '`~' from it's source mesh? Unlit=Unlit
LevelViewportOptions_Unlit=Unlit\tAlt+3 Lit=Lit
LevelViewportOptions_Lit=Lit\tAlt+4 LightingOnly=Lighting Only
LevelViewportOptions_LightingOnly=Lighting Only\tAlt+5
LightComplexity=Light Complexity
LevelViewportOptions_LightComplexity=Light Complexity\tAlt+6
ShaderComplexity=Shader Complexity
LevelViewportOptions_ShaderComplexity=Shader Complexity\tAlt+7
TextureDensity=Texture Density
LevelViewportOptions_TextureDensity=Texture Density\tAlt+8
LightMapDensity=LightMap Density LitLightmapDensity=Lighting Only
w/ Texel Density LevelViewportOptions_LightMapDensity=LightMap
Density\tAlt+9 LevelViewportOptions_LitLightmapDensity=Lighting
Only with Texel Density\tAlt+0
LevelViewportToolBar_ToggleGameView_ToolTip=Enables 'Game View'
mode which displays a more accurate preview of the game's graphics
ViewportOptionsMenu_ToggleGameView=Game View\tG
ViewportOptionsMenu_ToggleRealTime=Real Time\tCtrl+R
ViewportOptionsMenu_Show=(Show) ViewportOptionsMenu_Type=Viewport
Type PerViewGroupHiding=Show Groups PerViewGroupHideAll=:(Hide All)
PerViewGroupHideNone=(Show All) BuilderBrushSF=Builder Brush\tB
StaticMeshesSF=Static Meshes\tW InstancedStaticMeshesSF=Instanced
Static Meshes SkeletalMeshesSF=Skeletal Meshes
SpeedTreesSF=SpeedTrees TerrainSF=Terrain\tT
TerrainPatchesSF=Terrain Patches TerrainCollisionSF=Terrain
Collision FoliageSF=Foliage BSPSF=BSP\tQ BSPSplitSF=BSP Split
CollisionSF=Object 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 (BSP) ActorTagsSF=Actor Tags
MissingCollisionSF=Missing Collision DecalsSF=Decals\tE
DecalInfoSF=Decal Info LightRadiusSF=Light Radius\tR
AudioRadiusSF=Audio Radius SceneCaptureUpdatesSF=Update Scene
Captures
SentinelStatsSF=Sentinel Stats FreezeRenderingSF=Freeze
Rendering LevelColorationSF=Level Coloration\tI
LightmapResolutionSF=Lightmap Resolution LensFlareSF=Lens Flares
PropertyColorationSF=Property Coloration SpritesSF=Sprites
SplinesSF=Splines ConstraintsSF=Constraints
DynamicShadowsSF=Dynamic Shadows StreamingBoundsSF=Streaming Bounds
LODSF=LOD Parenting CollisionModes=Collision Modes ZeroExtent=Zero
Extent NonZeroExtent=Non-Zero Extent RigidBody=Rigid Body
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 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 UVOverlay=UV Overlay ShowNormals="Normals"
ShowTangents="Tangents" ShowBinormals="Binormals"
UseCurrentTexture=Use Current Texture RemoveSelectedActors=Remove
Selected Actors AddSelectedActors=Add Selected Actors
DeselectActors=Deselect Actors MakeAllGroupsVisible=Make All Groups
Visible DeleteSelectedActorsGroup=Delete Selected Actors from Group
AddSelectedActorsGroup=Add Selected Actors to Group
AttachActors=Attach Actors RenameE=... NewE=...
&NewE=&... RotationSnapMenu_2_8125_Degrees=~3 degrees
(2.8125) RotationSnapMenu_5_625_Degrees=~6 degrees (5.625)
RotationSnapMenu_11_25_Degrees=~11 degrees (11.25)
RotationSnapMenu_22_5_Degrees=~22 degrees (22.5)
RotationSnapMenu_45_Degrees=45 degrees
RotationSnapMenu_90_Degrees=90 degrees AutoSaveInterval1=1 minute
AutoSaveInterval2=5 minutes AutoSaveInterval3=10 minutes
AutoSaveInterval4=15 minutes AutoSaveInterval5=30 minutes
AutoSaveMaps=Autosave Maps AutoSaveContent=Autosave Content
Packages AutoSavePackageTypes=Package Types To Autosave
UseRotationGrid=Enable Rotation Grid Snap UseDragGrid=Enable Drag
Grid Snap ScaleGrid=Scale Grid SnapScaling=Enable Scale Grid Snap
ToolTip_SnapScaling=If enabled, all scaling operations will scale
in increments of the selected percentage value.
ToolTip_Autosave=Click to toggle Autosave
LevelViewportContext_SelectAllSurfaces=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
MatchingResolution=Matching Lightmap Resolution
MatchingResolution_Current=Matching Resolution (Current level)
MatchingBrush=Matching Brush MatchingItems=Matching Items
MatchingGroups=Matching Groups SyncGenericBrowser=Find in Generic
Browser... MakeActorLevelCurrentF=Make Current Level: `~
MakeActorLevelGridVolumeCurrentF=Make Current Level Grid Volume: `~
MakeActorLevelCurrentMultiple=Make Current Level:
MakeActorLevelGridVolumeCurrentMultiple=Make Current Level Grid
Volume SelectLevels=Add Levels to Selection SelectLevelsOnly=Find
Levels in Level Browser... DeselectLevels=Remove Levels from
Selection
LevelViewportContext_FindStreamingVolumeLevelsInLevelBrowser=Find
Streaming Volume Levels in Level Browser...
LevelViewportContext_FindStreamingVolumeLevelsInLevelBrowser_Help=Opens
the Level Browser and selects all levels associated with the
currently-selected streaming volume or level grid volume
CopySelectedActorsInNonCurrentLevel=Some selected actors are not
in the current level and will not be copied.
LevelViewportContext_SurfaceProperties=Surface Properties...
LevelViewportContext_SurfaceProperties_MultipleF=Surface Properties
(`~ Selected)... BSPSelect_DifferentResolutionsSelected=Different
selected resolutions.\nCan only select matching for a single
resolution. CSG=CSG Subtractive=Subtractive Additive=Additive
Polygons=Polygons Separate=Separate FromBrush=From Brush ToBrush=To
Brush Order=Order ToLast=To Last ToFirst=To First
LinkCrowdDestinations=Link Crowd Destinations
UnlinkCrowdDestinations=Unlink Crowd Destinations 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
ActorProperties_LODSubMenu=LOD Operations
ActorProperties_SimplifyMesh=Simplify Mesh For Level...
ActorProperties_ResimplifyMesh=Resimplify Mesh...
ActorProperties_SetLODParent=Set as Active LOD Parent
ActorProperties_AddToLODParent=Use '`~' as LOD Replacement
ActorProperties_RemoveFromLODParent=Clear LOD Replacement
LevelViewportContext_FindKismetF=Find `~ in UnrealKismet...
KismetPopup=UnrealKismet
LevelViewportContext_Properties_MultipleF=`~ Properties (`~
Selected)...\tF4 LevelViewportContext_PropertiesF=`~
Properties...\tF4 AddActor=Add Actor ReplaceWithclass=Replace With
`~ ReplaceWithActorFactory=Replace With AllTemplates=All Templates
AddRecent=Add Recent AddF= `~ AddHereF=Add `~ Here LoadAssetF= `~
MRU=MRU Help= AboutUnrealEdE= `~...
ReplaceSkeletalMeshActors=Replace SkeletalMeshActors
RegenAllProcBuildings=Regenerate All ProcBuildings
RegenSelProcBuildings=Regenerate Selected ProcBuildings
GenerateAllProcBuildingLODTex=Generate All Bui