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[Public] Class=(Class=UnrealEd.WxClient,SuperClass=Engine.Client) [Errors] Failed3D=กกกกกกกกกกก 3D กกก Hardware กกกกกกก DDrawMode=DirectDraw กกกกกกกกกกกกกกกกกกกกกกกกกกกกกกกกกกกก Error_LightmapExportRequiresUnCompressed=กกกกกกกกก Lightmap กกกก กกกกกกกกกกกก กกกกกก Lightmaps กกกกกกก LoadWarningSuffix_redirection=" [กกกกกกกกกกกกกกกกก]" LoadWarningSuffix_circularredirection=" [กกกกกกกกกกกกกกกกก กกกกก]" LoadWarningSuffix_privateobject=" [กกกกกกกก]" [General] FrameWindow=กกกกกกกกกกกกกกกUnreal ViewPersp=กกกกกกกกกกกกกกก ViewXY=กกกกกกกกกกกกก XY(XY map) ViewXZ=กกกกกกกกกกกกก XZ(XZ map) ViewYZ=กกกกกกกกกกกกก YZ(YZ map) ViewOther=Viewport Color16=&กกกกก 16 กกก Color32=&กกกกก 32 กกก AdvancedOptions=กกกกกกกกกกกกกกก
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Unreal Engine 3 ภาษาไทย

Oct 28, 2014

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[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