[Public]
Class=(Class=UnrealEd.WxClient,SuperClass=Engine.Client)

[Errors]
Failed3D=3d hardware initialization failed
DDrawMode=DirectDraw was unable to set the requested video mode
Error_LightmapExportRequiresUnCompressed=Lightmap compression must be disabled for re-importing Lightmaps.
LoadWarningSuffix_redirection=" [redirection]"
LoadWarningSuffix_circularredirection=" [circular redirection]"
LoadWarningSuffix_privateobject=" [private]"

[General]
FrameWindow=Unreal Level Editor
ViewPersp=Perspective map
ViewXY=Overhead map
ViewXZ=XZ map
ViewYZ=YZ map
ViewOther=Viewport
Color16=&16-bit color
Color32=&32-bit color
AdvancedOptions=Advanced Options

[WxClient]
ClassCaption="WxWindows Manager"

[UnrealEd]
UnrealEdTitle_F=Unreal Editor for `~
UnrealEdTitle_RHI_F=Unreal Editor for `~ (`~-bit, `~)
UDKTitle=Unreal Development Kit
UDKTitle_RHI_F=Unreal Development Kit (`~-bit, `~)
UnrealEdVersionTitle=`~\nCopyright © 1998-2013  Epic Games, Inc.\nAll rights reserved.
UnrealEdVersion=Version: `~ Changelist: `~
SplashScreen_InitialStartupProgress=Loading...
SplashScreen_DefaultLoading=Loading...
SplashScreen_VersionInfo1_F=`~ (Version `~, Changelist `~)
SplashScreen_StartingUpGameAssetDatabase=Starting up the game asset database...
SplashScreen_ConnectingToSourceControl=Connecting to source control server...
Startup_ES2NotSupportedInEditorMode=Ignoring -ES2 commandline parameter.\n\nThis option isn't supported in Editor mode
SocketAlreadyExists=A socket with the name '`~' already exists!
SocketBoneNotFound=Bone '`~' for Socket '`~' not found.
InvalidSkeletalMesh=No valid skeletal mesh.
InvalidAnimSequence=Invalid animation sequence.
FileIsNotAMap='`~' is not a valid map file!
AnimNotify_Trails_SampleDataError=Samples animation data will be incorrect due to:
AnimNotify_Trails_SkippingError=Skipping Trails sampling of animation data due to:
AnimNotify_Trails_MissingSocketNames=Missing socket names.
AnimNotify_Trails_MissingSocketOnSkelMesh=Missing socket `~ on skeletal mesh
ImportedSoundAlreadyExists_F=You are about to import '`~' over an existing sound. Would you like to overwrite the existing settings?\n\nYes or Yes to All: Overwrite the existing settings.\nNo or No to All: Preserve the existing settings.\nCancel: Abort the operation.
ImportedTextureAlreadyExists_F=The specified texture already exists and will be overwritten.  Do you want to keep the existing texture's settings?
ImportedFileAlreadyExists_Title=Overwrite existing file?
ImportedTextureAlreadyExists_PreserveSettings=Keep
ImportedTextureAlreadyExists_PreserveSettingsAll=Keep All
ImportedTextureAlreadyExists_DiscardSettings=Replace
ImportedTextureAlreadyExists_DiscardSettingsAll=Replace All
ImportedTextureAlreadyExists_CancelImport=Cancel
ShowModifiedProperties=Show Only Modified Properties
ToolTip_ShowModifiedProperties=Toggle a filter within all property windows for displaying properties that have been modified.
PropertyWindowMenu=Property Window Options
PropertyWindow_FilterTitle=Filter:
PropertyWindow_FavoritesTitle=Favorites
PropertyWindow_ShowHiddenProperties=Show All Hidden Properties
PropertyWindow_ToolTip_ShowHiddenProperties=Toggles whether or not hidden properties are displayed in the property window
MustBeAtLeastOneCollisionBody=A mesh must contain at least 1 collision primitive.
CheckoutPerforce='`~' is marked read-only.  Should I try to check it out of Perforce?
PerforceLoginTitle=Perforce Login
PerforceLogin_Error_UnableToConnectToServer=Unable to find server.  Please try again.
SourceControlSubmitTitle=Submit Files
SourceControlSubmit_DescriptionValidityWarning=Changelist description is required to submit
SourceControlRevertTitle=Revert Files
SourceControlHistoryTitle=File History
WelcomeScreen_Title=Welcome!
ImportColorsWindow_WindowTitle=Import Vertex Colors From TGA
MainMenu_Help_AboutUnrealEdE=About `~...
MainMenu_Help_AboutUnrealEd_ToolTipE=Shows information about `~
MainMenu_Help_UDKForums=UDK Forums...
MainMenu_Help_UDKForums_ToolTip=Go to the online UDK forums - lots of help and advice is available here from other users
MainMenu_Help_OnlineHelp=Online Help...
MainMenu_Help_OnlineHelp_ToolTip=Go to online UDN help site
MainMenu_Help_SearchUDN=Search UDN...
MainMenu_Help_SearchUDN_ToolTip=Search UDN for information
MainMenu_Help_StartupTip=Display Startup Tip...
MainMenu_Help_StartupTip_ToolTip=Displays the Startup Tip dialog window with helpful information about using the editor
MainMenu_Help_WelcomeScreen=Show Welcome Screen...
MainMenu_Help_WelcomeScreen_ToolTip=Summon the Welcome Screen
NewMapScreen_Title=New Map
NewProjectWindow_Title=New Project Wizard
ColorPicker_Title=Select a Color
Thumbnails=Thumbnails
Package=Package
Group=Grouping
Layer=Layer
Name=Name
NewName=New Name
Error=Error
Enable=Enable
Disable=Disable
SelectGroup=Select Group
SelectLayer=Select Layer
SelectShowRenderStats=Show Render Stats
RenderStats=Render Stats
ShowAllPackagesQ=Show All Packages?
PackageFileIsReadOnly=Unable to save package to `~ because the file is read-only!
OpenObjectEditorAreYouSure_F="Are you sure you want to open `~ resource editors?"
GenericDialog_WindowTitle=Message
GenericDialog_OK=&OK
GenericDialog_Cancel=&Cancel
GenericDialog_Yes=&Yes
GenericDialog_No=&No
GenericDialog_YestoAll=Yes to &All
GenericDialog_NotoAll=N&o to All
GenericDialog_Retry=&Retry
GenericDialog_Continue=C&ontinue
OK=OK
Cancel=Cancel
CancelAll="Cancel All"
&OK=&OK
&Cancel=&Cancel
&CancelAll="&Cancel All"
Yes=Yes
No=No
YesToAll=Yes to All
NoToAll=No to All
Groups=Groups
SearchFor=Search For
Close=Close
InsideOf=Inside Of
StartingWith=Starting With
Containing=Containing
Ready=Ready
GoTo=Go To
Sync=Sync Browser
Delete=Delete
ShowReferencers=Show Referencers
SelectReferencersInLevel=Select referencers in level
ObjectNotReferenced=Object '`~' Is Not Referenced
ObjectNoReferences=Object '`~' doesn't refer to any non-ignored objects.
SearchForActors=Search For Actors
Tag=Tag
Bind=Bind
FullName=Full Name
PathName=Path Name
F_ObjectsFound=`~ objects found (displaying first `~).
PackageGroupName=Enter Package, Group and Object Name
Info=Info
ResourceSizeK=Size (Kb)
AddSpecial=Add Special
Flags=Flags
Prefabs=Prefabs
Portal=Portal
Mirror=Mirror
Invisible=Invisible
TwoSided=Two-Sided
Solidity=Solidity
Solid=Solid
SemiSolid=Semi-Solid
NonSolid=Non-Solid
ImportBrush=Import Brush
Merge=Merge
MergeFacesQ=Merge Faces?
Options=Options
LightingChannels=Lighting Channels
LightmassSettings=Lightmass Settings
SolidMesh=Solid mesh (continuous mesh, no gaps or holes)
NonSolidMesh=Nonsolid (contains gaps or holes)
Tool=Tool
Radius=Radius
PerToolQ=Per Tool?
/=/
StrengthPct=Strength (pct)
Terrain=Terrain
...=...
ArrayPropertyHeader=...
Overriding=Overriding
ImportExport=Import/Export
Import=Import
ImportEx=Import...
Export=Export
&Import=&Import
&Export=&Export
ExportAll=Export All
Import_SourceFileNotFound=Source File Not Found.  Browse to source file.
Preview=Preview
PreviewOptions=Preview Options
DlgSoundNodeWaveOptions=Compression Preview Window
EditNodesE=Edit Nodes...
CompressionPercent=Compression Percent
Compress=Compress
FileSize=File Size
Xbox360FileSize=Xbox360 File Size (Bytes)
MeshImport=Static Mesh Import
FontPreview_WindowCaption=Font Preview
FontPreview_PreviewBorder=Preview
FontPreview_DefaultText=The quick brown fox jumped over the lazy dog
FontPreview_ForegroundButton=Foreground
FontPreview_BackgroundButton=Background
FontPreview_CloseButton=Close
FontFactory_ImportingTrueTypeFont=Importing TrueType Font...
Update=Update
UpdateAll=Update All
ChooseFont=Choose Font
Create=Create
Class=Class
Script=Script
FontProperties=Font Properties
FontProperties_SelectedTextureProperties=Selected Texture Properties
FontPages=Font Pages
HeightMapOnlyQ=HeightMap Only?
BakeDisplacementMapQ=Bake DisplacementMap?
New=New
&New=&New
Factory=Factory
SelectImportFactory=Select Import Factory
Exporter=Exporter
SelectExporter=Select Exporter
BuildFromFilePath=Build From File Path
SceneInfo=Scene Info
OKToAll=OK To All
TextureProperties=Texture Properties
Texture=Texture
TextureProperties_ToggleRed=Toggle Red Channel
TextureProperties_ToggleGreen=Toggle Green Channel
TextureProperties_ToggleBlue=Toggle Blue Channel
TextureProperties_ToggleAlpha=Toggle Alpha Channel
TextureProperties_ToggleDesaturation=Toggle Desaturation
TextureProperties_QuickInfoPaneLabel=Texture Info
TextureProperties_ReimportTexture=Reimport
TextureProperties_CompressNow=Compress Now
TextureProperties_ReimportTexture_Tooltip=Reimport the texture while enabling Defer Compression
TextureContextMenu_CompressNow=Compress Texture Now
TextureContextMenu_ReflattenTexture=Reflatten Texture
TextureContextMenu_ConvertToSbsImageInput=Create Substance Image Input
TextureContextMenu_FindInTextureStatsBrowser=Find in Texture Stats Browser
TextureContextMenu_FindAllMaterialsUsingThis=Find All Materials Using This Texture
Properties=Properties
Preferences=Preferences
TexturePropertiesCaption=Texture Properties - `~
SoundCuePropertiesCaption=Sound Cue Properties - `~
SoundCueMultiplePropertiesCaption=Sound Cue Properties - (`~ Selected)
SoundCueNodeCaption=Sound Attenuation Node
SoundCueNodeMultipleCaption=Sound Attenuation Nodes - (`~ Selected)
TextureQuickInfoImportedRes=Imported: `~ x `~
TextureQuickInfoEffectiveRes=Max In-Game: `~ x `~
TextureQuickInfo360EffectiveRes=Xbox 360 In-Game: `~ x `~
TextureQuickInfoPS3EffectiveRes=PS3 In-Game: `~ x `~
TextureQuickInfoDisplayedRes=Displayed: `~ x `~
TextureQuickInfoStreamedMethod=Method: `~
TextureQuickInfoIsStreamed=Streamed
TextureQuickInfoIsNotStreamed=Never Streamed
TextureQuickInfoPixelFormat=Format: `~
TextureQuickInfoLODBias=Calculated LOD Bias: `~
TextureQuickInfo360LODBias=Xbox 360 LOD Bias: `~
TextureQuickInfoPS3LODBias=PS3 LOD Bias: `~
BrushBuilder=Brush Builder
BrushBuilderName_Generic=Generic Builder
BrushBuilderName_Cone=Cone
BrushBuilderName_Cube=Cube
BrushBuilderName_CurvedStair=Curved Staircase
BrushBuilderName_Cylinder=Cylinder
BrushBuilderName_LinearStair=Linear Staircase
BrushBuilderName_Sheet=Sheet
BrushBuilderName_SpiralStair=Spiral Staircase
BrushBuilderName_Tetrahedron=Tetrahedron (Sphere)
BrushBuilderName_Volumetric=Cards
Build=Build
BrushBuilderCaption=Brush Builder - `~
UseActorAsParentQ=Use 'Actor' As Parent
PlaceableClassesOnlyQ=Placeable Classes Only
ShowCategoriesQ=Show Categories
SearchQ=Search:
ClearQ=Clear
NoResults=No Results
ChooseProperty=Choose Property
PropertyName=Property Name
ChooseParentNode=Choose Parent Node
ParentNode=Parent Node
ChooseToggleAction=Choose Toggle Action
ToggleAction=Toggle Action
InterpEd_VisibilityActionDialogTitle=Choose Visibility Action
InterpEd_VisibilityActionDialogText=Visibility Action
InterpEd_HeadTrackingActionDialogTitle=Choose HeadTracking
InterpEd_HeadTrackingActionDialogText=HeadTracking Action
NewCut=New Cut
CutToGroup=Cut To Group
NewSeqKey=New Sequence
Sequences=Sequences
DestSeqNotFoundF=Destination sequence named '`~' not found.
AnimSetNotFound=Destination AnimSet named '`~' not found.
CopyNotifies=Copy Notifies
AACT_CreateAdditiveAnimation=Create Additive Animation
AACT_SelectBuildMethod=Select Build Method
AACT_ReferencePose=Reference Pose
AACT_AnimationFirstFrame=Animation First Frame
AACT_AnimationScaled=Animation Scaled
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
RemoveAllNotifies=Remove All Notifies
TimeShift=Time Shift
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=Select FaceFX Animation
CannotUnmountFaceFXOpenInStudio=Cannot unmount all from FaceFXAsset '`~' - Currently open in FaceFX Studio.
FaceFXAnim=FaceFX Animation:
NoAnimSeqsFound=No AnimSequences Found. Have You Added Some AnimSets To The Track AnimSets Array?
NoSoundCueSelected=Cannot Add Sound. No SoundCue Selected In Browser.
NothingToKeyframe=Nothing to keyframe, or selected object can't be keyframed on this type of track.\nFor example, you can't move a StaticMesh, you must instead use a Mover.
NoActiveTrack=No active track selected. Highlight a track from the list on the left side of the window before adding a keyframe.
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=Batch Process
NewSocket=New Socket
NewBone=New Bone
BoneName=Bone Name
NewSkelControlChain=New SkelControl Chain
RotateAnimSequence=Rotate AnimSequence
RotateDegrees=Rotate Degrees
Axis=Axis
RenameElement=Rename Element
SetTime=Set Time
NewTime=New Time
SetValue=Set Value
SetToTrue=Set To True
SetToFalse=Set To False
NewValue=New Value
ScaleTimes=Scale Times
ScaleTimes_ToolTip=Scale time values by a given scalar
ScaleValues=Scale Values
ScaleValues_ToolTip=Scale values by a given scalar
EnterScalar=Enter Scale Factor
ScaleTimesPrompt=Scale times by:
ScaleValuesPrompt=Scale values by:
SetSoundVolume=Set Sound Volume
Volume=Volume
SetSoundPitch=Set Sound Pitch
Pitch=Pitch
Yaw=Yaw
Roll=Roll
NameSequence=Name Sequence
SequenceName=Sequence Name
RenameEmitter=Rename Emitter
SelectParticleSystem=Select ParticleSystem
RemoveDuplicateModules=Remove Duplicate Modules
NewEmitterLeft=New Emitter Before
NewEmitterRight=New Emitter After
NewGroupName=New Group Name
NewFolderName=New Folder Name
StretchSection=Stretch Section
StretchSelectedKeyframes=Stretch Selected Keyframes
NewLength=New Length
InsertEmptySpace=Insert Empty Space
Seconds=Seconds
InterpEd_Rename_Track=Rename Track
NewTrackName=New Track Name
RenameLayer=Rename Layer
RenameFolder=Rename Folder
RenameGroup=Rename Group
DeleteGroup=Delete Group
RenameFolderAndGroup=Rename Folder and Group
CreateNewGroupTab=Create New Group Tab...
SendToGroupTab=Add To Group Tab
RemoveFromGroupTab=Remove From Selected Group Tab
DeleteGroupTab=Delete Group Tab
DuplicateGroup=Duplicate Group
CreateGroupTab_Title=Create Group Tab
CreateGroupTab_Caption=Group Tab Name:
InterpEd_FileMenu_Import=Import...
InterpEd_FileMenu_ExportAll=Export All...
InterpEd_FileMenu_ExportSoundCueInfo=Export Sound Cue Info...
InterpEd_FileMenu_ExportAnimInfo=Export Animation Track Info...
InterpEd_ExportSoundCueInfoDialogTitle=Export Sound Cue Info
InterpEd_FileMenu_ExportBakeTransforms=Bake Transforms on Export
InterpEd_ChangeGroupFolder=Change Group Folder
InterpEd_MoveActiveGroupToFolder=Move Group Into Folder
InterpEd_MoveGroupToActiveFolder=Move Group Into This Folder
InterpEd_RemoveFromGroupFolder=Remove From Folder
InterpEd_InitialInterpModeComboBox_Desc=Initial Interp Mode | Selects the curve interpolation mode for newly created keys
InterpEd_ViewMenu_ToggleSnap=Snap Keys
InterpEd_ViewMenu_SnapTimeToFrames=Snap Time to Frames
InterpEd_ViewMenu_FixedTimeStepPlayback=Fixed Time Step Playback
InterpEd_ViewMenu_PreferFrameNumbers=Show Frames Numbers in Anim Tracks
InterpEd_ViewMenu_ShowTimeCursorPosForAllKeys=Show Cursor Position for All Anim Keys
InterpEd_ToggleSnapTimeToFrames_Desc=Snap Time to Frames | Snaps the timeline cursor to the frame rate specified in the Snap Size setting
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=Snap to Keys
InterpEd_TimelineInfo_Seconds=seconds
InterpEd_TimelineInfo_Frames=frames
InterpEd_ViewMenu_ViewportFrameStats=Display Frame Stats in Viewport
InterpEd_ViewMenu_EditingGrid=Viewport Editing Grid
InterpEd_ViewMenu_EnableEditingGrid=Enable Editing Grid
InterpEd_EditingGridMenu_Size=`~ x `~
InterpEd_ViewMenu_EditingCrosshair=Display Crosshair in Viewport
InterpEd_NoKeyframesSelected=No Keyframes Were Selected
CurveEd_TabComboBox_Desc=Use this to filter curves such that only the selected tab set of curves is visible.
CurveEd_KeyContext_DeleteSelected=Delete
CurveEd_ToolBar_ShowAllCurveTangents=Show All Curve Tangents
InterpEd_Duplicate_NoGroup=Must Select A Group Before Duplicating
ExportCameraAnim=Export To CameraAnim
ExportCameraAnim_Desc=Saves the active group as a CameraAnim
InterpEd_MoveToCurrentPosition=Move To Current Timeline Position
InterpEd_MoveToBeginning=Move To The Sequence Beginning
InterpEd_MoveToEnd=Move To Sequence End
InterpEd_MoveToEndOfSelectedTrack=Move To Longest Selected Track Endpoint
InterpEd_MoveToEndOfLongestTrack=Move To Longest Track Endpoint
EnterNewEventName=Enter New Event Name
NewEventName=New Event Name
NewEventKey=New Event Key
ChooseNotifyType=Choose Notify Type
NotifyType=Notify Type
SocketName=Socket Name
RenameSocket=Rename Socket
RenameAnimSequence=Rename AnimSequence
NewSequenceName=New Sequence Name
ActorFactory=Actor Factory
ActorFactoryNotForUseByKismetF=`~ cannot be used in UnrealKismet.
ActorFactoryNotForUseByProjectileFactoryF=`~ cannot be used in ProjectileFactory.
LoadErrors=Load Errors
LoadErrorMsg=The following resources were not found. Any references to them were set to NULL.\nWARNING : If you save now, these references will be saved as NULL.
MissingFiles=Missing Files
MissingObjects=Missing Objects
ShowNormalsQ=Show Normals?
AffectWidgetOnlyQ=Affect Widget Only?
SoftSelection=Soft Selection
DeleteCoverSlots=Delete Cover Slots
EnabledQ=Enabled?
AutoAdjustQ=Auto Adjust?
Automatic=Automatic
Standing=Standing
MidLevel=Mid Level
Coverslip=Cover Slip
SwatTurn=Swat Turn
Turn=Turn
Weld=Weld
Mantle=Mantle
Popup=Pop Up
LeanLeft=Lean Left
LeanRight=Lean Right
ClimbUp=Climb Up
PreferLeanOverPopup=PreferLean
PlayerOnly=Player Only
ForceCanPopUp=Force Can Pop Up
ForceCanCoverSlip_Left=Force Can Coverslip Left
ForceCanCoverSlip_Right=Force Can Coverslip Right
EngineVersion=Engine Version
AboutUnrealEd=About `~
PopUpTitle=Unreal Browser Pop Up
PopUpNavError=Unable navigate to URL.\nClick OK to close window.
EditorFrame_AutoTextureReimport=`~ reimported from `~
EditorFrame_AutoTextureReimport_Alert=Texture Automatic Reimport
EditorFrame_AutoApexReimport_Alert=Apex Asset Automatic Reimport
UDNWarningErrorHelpF1=UDN Warning/Error Help (F1)
Pan=Pan
U=U
V=V
Rotation=Rotation
FlipU=Flip U
FlipV=Flip V
PanU=Pan U
PanV=Pan V
UPanAmount=U Pan Amount:
VPanAmount=V Pan Amount:
RotationAmount=Rotation Amount (Degrees):
Delta=Delta
Relative=Relative
SurfPropMsg=Hold SHIFT while clicking the above buttons to affect surfaces in the opposite direction.
Scaling=Scaling
Simple=Simple
Custom=Custom
RelativeQ=Relative?
Apply=Apply
&Apply=&Apply
Flatten=Flatten
Flip=Flip
Lighting=Lighting
MainBuildMenu_Lighting=Lighting\tCtrl+Shift+;
LightMapResolution=Lightmap Resolution
AcceptsLights=Accepts Lights
AcceptsDynamicLights=Accepts Dynamic Lights
ForceLightmap=Force Lightmap
SurfaceProperties=Surface Properties\tF5
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=Find Actors...
Search=Search
SearchE=Search...
SearchType=Search Type
SearchScope=Search Scope
CurrentLevel=Current Level
CurrentSequence=Current Sequence
AllLevels=All Levels
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
LightingTools=Lighting Tools
StaticMeshLightingInfoGoto=DlgStaticMeshLightingInfo:GotoActors
StaticMeshLightingInfoSwap=DlgStaticMeshLightingInfo:Swap
StaticMeshLightingInfoSet=DlgStaticMeshLightingInfo:Set
StaticMeshLightingInfoRatio=DlgStaticMeshLightingInfo:Ratio
DensityRenderingOptions=Density Rendering Options
IdealDensity=Ideal Density
MaximumDensity=Maximum Density
ColorScale=Color Scale
GrayscaleScale=Grayscale Scale
RenderGrayscale=Render Grayscale
ActorSearchGoto=ActorSearchDlg: Goto Actors
ActorSearchSelectActors=ActorSearchDlg: Select Actors
RefreshWithHotkey=Refresh\tF5
Refresh=Refresh
RefreshF5=Refresh (F5)
RescanAllLevels=Rescan all levels
RescanSelectedLevels=Rescan selected levels
RescanCurrentLevel=Rescan current level
SMLIResolution=Resolution
Error_NoLevelsForRescan=No levels found during rescan.
Swap=Swap
SwapEx=Swap Ex...
SetToVertexMapping=Set To Vertex
SetToTextureMapping=Set To Texture
SetToTextureMappingEx=Set To Texture Ex...
SetToRatio=Set To Ratio...
LSMI_GetResolutionTitle=Enter Lightmap Resolution (will round to power of two)
LMSI_Ratio=Enter ratio to apply
LMSI_Minimum=Enter minimum resolution required for applying adjustment
LSMI_IncludeBSP=Convert all BSP as well?
StoppingMapBuild=Stopping Map Build...
ShowMemStats=Show Resource Memory Usage
GenericBrowser_SetMaterialPreviewBackgroundColor=Set Material Preview Background Color...
GenericBrowser_SetTranslucentMaterialPreviewBackgroundColor=Set Translucent Material Preview Background Color...
FullyLoadCheckedOutPackages=Auto-load checked-out packages
Type=Type
Memory=Memory
Message=Message
Actor=Actor
MinimumBoneSize=Minimum Bone Size
OrientAlongBone=Orient Along Bone
CollisionGeometry=Collision Geometry
UseVertsWith=Use Verts With
CreateJoints=Create Joints
WalkPastSmallBones=Walk Past Small Bones
CreateBodyForAllBones=Create Body For All Bones
OpenInPhATNow=Open In PhAT Now
NewPhysicsAsset=New Physics Asset
ResliceFracturedMeshes=Reslice Fractured Meshes
FracturingMesh=Fracturing Mesh
WarningLargePieceCount_Title=Large Piece Count Warning
WarningLargePieceCount=The slice counts you have selected are likely to produce more than `~ pieces.  Select OK to continue, or Cancel to abort.
WarningLargePieceCount64k=The slice counts you have selected are likely to produce more than `~ pieces.  There is a 64k piece limit.  Select OK to continue, or Cancel to abort.
SphylSphere=Sphyl/Sphere
Box=Box
DominantWeight=Dominant Weight
AnyWeight=Any Weight
Material=Material
Parent=Parent
Current=Current
SetAssetPhysicalMaterial=Set Asset Physical Material
PhysicalMaterial=Physical Material
SetAssetDisableParams=Set Asset Disable Params
LinearVelocity=Linear Velocity
LinearAcceleration=Linear Acceleration
AngularVelocity=Angular Velocity
AngularAcceleration=Angular Acceleration
AttachmentBase=Attachment Base
Location=Location
X=X
Y=Y
Z=Z
Autosave_Enabled=Autosaving is ENABLED (Next: `~:`02~ min)
Autosave_Disabled=Autosaving is DISABLED
Autosave_Soon=Autosave will occur in: `~ second(s)
SetCollision=Set Collision Type
BlockAll=Block All
BlockWeapons=Block Weapons
BlockNone=No Collision
ConvertToBlockingVolume=Convert To Blocking Volume
ConvertToVolume=Convert To Volume
Transaction_ConvertToVolume=Convert to Volume: `~
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=Set Content Tag
ClipPadSaveAs="Save To Clip Pad"
ClipPadSelect="Paste From Clip Pad"
PasteFrom:="Paste From:"
Patches=Patches
Appearance=Appearance
LayerSetUp=Layer Set Up
None=None
NewTerrainWizard=New Terrain Wizard
Log=Log
OpenTheFile_F=Open the file : '`~'
LockSelectedActorsQ=Lock Selected Actors?
CopyToClipboard=Copy To Clipboard
CompleteCopyToClipboard=Complete Copy To Clipboard (Contains editline objects)
PropertyWindow_AddNewItem=Add a new item
PropertyWindow_RemoveAllItemsFromArray=Remove all items from this array
PropertyWindow_InsertNewItemHere=Insert a new item before this item
PropertyWindow_DuplicateThisItem=Create a copy of this item
PropertyWindow_DeleteItem=Remove this item
PropertyWindow_FindObjectInContentBrowser=Find object in Content Browser
PropertyWindow_TextBox=Click to show editing text box
ShowAllResourceTypes=Show All Resource Types
MaterialsSubMenu=Materials
MenuAssignMaterialToActor=Assign Material to Selected Actor
MenuAssignMaterialToMultipleActors=Assign Material to Selected Actors
SyncContentBrowser=Find in Content Browser...\tCtrl+B
LevelViewportContext_SyncContentBrowser=Find in Content Browser...\tCtrl+B
LevelViewportContext_SyncMaterialInstance=Find Instance in Generic Browser...
LevelViewportContext_SyncBaseMaterial=Find Base Material in Generic Browser...\tCtrl+Shift+B
LevelViewportContext_SyncMaterial=Find Material in Generic Browser...\tCtrl+Shift+B
LevelViewportContext_SyncTexture=Find Texture in Content Browser...
LevelViewportContext_EditMaterialInterface=Edit Material...
LevelViewportContext_CopyMaterialPath=Copy Material Path to Clipboard
CreateMaterialInstanceConstant=Create New Instance (Constant)
CreateMaterialInstanceTimeVarying=Create New Instance (Time-varying)
LevelViewportContext_AssignMaterial=Assign from Generic Browser
LevelViewportContext_AssignMaterialMultiple=Assign from Generic Browser (All Components of Actors)
LevelViewportContext_LevelMenu=Level
LevelViewportContext_MakeLevelGridVolumeCurrent=Make Level Grid Volume Current
LevelViewportContext_ClearCurrentLevelGridVolume=Clear Current Level Grid Volume
EnterMaterialInstanceName=Enter Material Instance Name
PleaseEnterValue=Please Enter Value
MaterialInstanceNameTaken_F=The material instance name you specified is already taken: `~
PropertyWindow_UseMouseToPickColorFromViewport=Choose a new color by clicking a color in a viewport window
PropertyWindow_ClearAllText=Clear text
PropertyWindow_UseMouseToPickActorFromViewport=Choose an actor by clicking the actor in a viewport window
PropertyWindow_UseCurrentSelectionInBrowser=Use selected object in Content Browser
PropertyWindow_CreateANewObject=Create a new object
CreateANewObject=Create A New Object
EditInlineNewAreYouSure=This operation will destroy any exiting object(s).  Are you sure?
UsageFilterTypes[0]="Content Packages"
UsageFilterTypes[1]="Loaded Levels"
UsageFilterTypes[2]="Current Level"
UsageFilterTypes[3]="Visible Levels"
AnimSetViewer=AnimSet Viewer
SkelMesh=Mesh
Anim=Anim
Morph=Morph
MorphSet=MorphSet
MorphTargetSet=MorphTargetSet
MorphTargets=MorphTargets
MorphTarget=MorphTarget
SkeletalMesh=Skeletal Mesh
UseSelectedSkeletalMeshInBrowser=Use Selected SkeletalMesh In Browser
AnimSet=AnimSet
AnimationSequences=Animation Sequences
ExtraMesh1=Extra Mesh 1
ExtraMesh2=Extra Mesh 2
ExtraMesh3=Extra Mesh 3
Mesh=Mesh
AnimSequence=AnimSequence
-None-=- None -
NewAnimSet=New AnimSet...
ImportPSA=Import PSA...
ImportFbxAnim=Import FBX Animation...
ExportFbxAnim=Export FBX Animation...
MeshMenu=Mesh
ImportMeshLOD=Import Mesh LOD...
ImportMeshWeights=Import Mesh Weights...
ImportMeshWeightsSuccessful=Mesh Weights For LOD `~ Imported Successfully!
ImportMeshWeightsTitle=Import Mesh Weights
ImportMeshWeightsFilename=Mesh Weights Filename
ImportMeshWeightsFilenameBase=Mesh Base Filename
ImportMeshWeightsMismatch=Importing weights: Mismatched mesh data. Cannot import mesh weights.
ImportMeshWeightUsageTitle=Select a mesh weight usage
ImportMeshWeightUsage=Weight Usage Type:
ImportMeshWeightUsage0=Partial Weight Swap (Gore)
ImportMeshWeightUsage1=Full Weight Swap
ToggleMeshWeights=Toggle Mesh Weights
ToggleMeshWeightsFull=Toggle Mesh Weights FULL
UseSelectedMorphTargetSet=Use Selected MorphTargetSet in Content Browser
NewMorphTargetSet=New MorphTargetSet...
ResetMorphTargetPreview=Reset All Morph Target Weights
SelectAllMorphTargets=Select All Morph Targets
ImportMorphTarget=Import MorphTarget...
ImportMorphTargetLOD=Import MorphTarget LOD...
ImportMorphTargets=Import MorphTarget using Import File Name
ImportMorphTargetsLOD=Import MorphTarget LOD using Import File Name
NewMorphTargetName=New MorphTarget Name
UpdateMorphTarget=Update Morph Targets
DeleteMorph=Delete Morph Target
WxDlgMorphLODImport_MorphObject=Morph Target Object
WxDlgMorphLODImport_LODLevel=LOD Index
WxDlgMorphLODImport_Title=Morph Target LOD Import
WxDlgMorphLODFbxImport_Header=Select morph target for FBX morph (`~) on LOD level `~:
WxDlgFbxSceneInfo_Title=FBX Scene Info
Error_MustSpecifyNewAnimSetName=Must specify new AnimSet name and package.
Error_MustSpecifyNewMorphSetName=Must specify new MorphTargetSet name and package.
Error_AnimSetCantBePlayedOnSM=AnimSet (`~) cannot be played on Skeletal Mesh (`~).
Error_SelectAnimSetForImport=Please select an AnimSet for importing a `~ file in to.
Error_SelectAnimSetForExport=Please select an AnimSet for exporting a to an `~ file.
Error_SoftBodyMeshNotGenerated=Could not generate soft body mesh.
Error_SoftBodyNoBonesDefined=Could not generate soft body mesh because there are no bones to reference.\nYou must add bone names to SoftBodyBones or SoftBodySpecialBones
Error_SoftBodyMeshSimplifiedTooMuch=Could not generate soft body mesh because mesh simplified to zero triangle.\nTry increasing the detail level or subdivision properties.
Error_OperationDisallowedOnCookedContent=The requested operation cannot be performed on a cooked package.
Error_OperationDisallowedOnLockedLevel=The requested operation could not be completed because the level is locked.
Error_AnimSetCouldNotBePlayed=This `~ could not be played on any loaded SkeletalMesh.\nImport failed.
Error_SelectMorphSetForImport=Please select a MorphTargetSet for importing MorphTarget(s) in to.
Error_CouldNotBuildValidSkeleton=Could not create a valid skeleton from the import data that matches the given Skeletal Mesh.  Check the bone names of both the Skeletal Mesh for this AnimSet and the animation data you are trying to import.
Error_MorphImport_AlreadyExists=A MorphTarget with that name already exists.
Error_MorphImport_CantLoadFile=Could not read the data file (`~)
Error_MorphImport_InvalidMeshFormat=The MorphTarget mesh data was invalid
Error_MorphImport_MismatchBaseMesh=Mismatch between the base mesh and the MorphTarget mesh.
Error_MorphImport_ReimportBaseMesh=The base mesh is missing data that is needed to support morph target blending. Please re-import the base mesh.
Error_MorphImport_MissingMorphTarget=Invalid morph target. Please select an existing morph target.
Error_MorphImport_InvalidLODIndex=Invalid LOD index. LOD indices must match the base mesh LOD indices.
Error_LandscapeMoveToLevel=Landscape (`~) is distributed to other levels, so it will not be moved to current level.
Error_CannotCreateTexture2D=Cannot create texture, dimensions must be a power of two!
Error_Reimport_FileOlderThanCurrentTitle=Force Import
Error_Reimport_GfxMovieFactory_FileOlderThanCurrentWarning=The Movie asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue? 
Error_Reimport_SoundFactory_FileOlderThanCurrentWarning=The Sound asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue? 
Error_Reimport_TextureFactory_FileOlderThanCurrentWarning=The Texture asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue? 
Error_Reimport_StaticMeshFactory_FileOlderThanCurrentWarning=The Static Mesh you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue? 
Error_Reimport_SkeletalMeshFactory_FileOlderThanCurrentWarning=The Skeletal Mesh asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue? 
Error_Reimport_ApexGenericAssetFactory_FileOlderThanCurrentWarning=The Physics asset you are about to reimport was created before the one currently loaded.\nName: `~ \n\nWould you like to continue? 
NoSocketsToPaste=No Sockets in Clipboard to Paste.
ReimportTexture=Re-Import Texture
TossFlashCache=Toss Flash Cache
TossFlashCache_Tooltip=Throw out the cached Flash data for this texture
CreateNewMaterial=Create New Material
CreateNewMaterialInstanceConstant=Create New Material Instance Constant
CreateNewMaterialInstanceTimeVarying=Create New Material Instance Time Varying
NewMaterialName=New Material Name:
ShowStreamingBounds=Show Streaming Bounds
ClearStreamingBounds=Clear Streaming Bounds
ToolTip_AtomicResourceImport=Re-import resources in all selected packages
Reimport=Reimport
DirtyPackageDialog_SaveSelected=Save Selected
DirtyPackageDialog_SaveSelected_Tooltip=Fully load and save the selected packages
DirtyPackageDialog_SaveNone=Don't Save
DirtyPackageDialog_SaveNone_Tooltip=Do not save any files
DirtyPackageDialog_Cancel=Cancel
DirtyPackageDialog_Cancel_Tooltip=Cancel all saving and return to the Unreal Editor
DirtyPackageDialog_Title=Save Changes
DirtyPackageDialog_Message=These packages have been changed and need to be saved.\nPackages that are not fully loaded will be fully loaded as a result of the save.\nSelect the packages you would like to save.
GenerateLOD=Generate LOD...
GenerateUVs=Generate Unique UVs...
StaticMeshEditor_ExportLightmapMesh=Export Light Map Mesh (.OBJ)...
StaticMeshEditor_ExportLightmapMeshFBX=Export Light Map Mesh (.FBX)...
StaticMeshEditor_ImportLightmapMesh=Import Light Map Mesh (.ASE)...
StaticMeshEditor_ImportLightmapMeshFBX=Import Light Map Mesh (.FBX)...
StaticMeshEditor_ExportToPromptTitle=Export to...
StaticMeshEditor_ImportToPromptTitle=Import from...
StaticMeshEditor_kDOPTreeSize_F=kDOP Tree Size: `.2~ [KB] `~
StaticMeshEditor_kDOP_Stripped=stripped
StaticMeshEditor_kDOP_NotStripped=not stripped
StaticMeshEditor_ResourceSize_F=Resource Size: `.2~ [KB]
Tooltip_StaticMeshEditor_ShowUV_Channel=Which UV channel to show
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=Change Mesh
FixingMismatchedIndicesOnStaticMesh=Fixing up mismatched indices on `~.
RemoveZeroTriangleElements=Remove elements with zero triangles
RemoveZeroTriangleElements_FracturedMeshNotSupported=Remove zero triangle elements for Fractured Static Meshes not supported.
RemovingElementsPrompt=Removing elements:
RemovingElementsFormatString_NoTriangles=`~: No triangles
RemovingElementsPrompt_Confirm=Are you sure?\n(This will require updating overriden material\nsettings in placed instances of the mesh.)
MoreMaterialsThanElements=More overriden materials (`~) on static mesh component than LODInfo elements (`~) in source mesh '`~'.
MoreMaterialThanReferenced=More overriden materials (`~) on static mesh component than referenced (`~) for source mesh '`~'.
ElementsWithZeroTriangles=`~ element(s) with zero triangles in static mesh '`~'.
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
GenerateUniqueUVs_ModeText=Creation Mode
GenerateUniqueUVs_CreateNewText=Create New
GenerateUniqueUVs_LayoutText=Layout using 0 channel
KeepExistingUVText=Pack UVs only (keep existing charts)
OnlyLayoutUVText=Layout using 0 channel (fast lightmap)
UVChannelText=UV channel to save results to
LODChooseText=Mesh LOD to generate UVs for
GenerateUniqueUVs_Apply=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 Level:
ExistingLODLevel:=Existing LOD Level:
NoFileSelectedForLOD=No file was selected for the LOD
MultipleFilesSelectedForLOD=You may only select one file for the LOD
StaticMeshEditor_NoFileSelectedForLOD=No file was selected for the LOD
StaticMeshEditor_MultipleFilesSelectedForLOD=You may only select one file for the LOD
StaticMeshEditor_UnableToSaveFile=Unable to save static mesh to file
StaticMeshEditor_UnableToLoadFile=Unable to load static mesh from file
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=Source data missing from model '`~'.
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_LightmapImportUsingDefualtLightmapCoordinate=Importing lightmap coordinates from index 0 of the source mesh
StaticMeshEditor_LightmapImportRemappedTriangleIndices=Raw triangles of the source mesh did not match those of the destination mesh '`~', but a mapping between the two sets has been found
StaticMeshEditor_LightmapImportFewerTriangles=The source mesh contains fewer triangles than that of the destination mesh '`~', but all source triangles have been successfully mapped to the destination mesh, do you still wish to import?
StaticMeshEditor_LightmapExportFewerTriangles=Fewer polygons have been exported than the raw triangle count.  This Lightmapped UV mesh may contain fewer triangles than the destination mesh on import.
StaticMeshEditor_Error_FractureMeshMissingSourceMeshData=Fractured Mesh `~ is missing source mesh data.  Please fracture from the original source art.
LODBoneDoesNotMatch=Bone '`~' not found in base SkeletalMesh '`~'.\nImport failed.
LODRootNameIncorrect=Root bone in LOD is '`~' instead of '`~'.\nImport failed.
LODBoneHasIncorrectParent=Bone '`~' in LOD has parent '`~' instead of '`~'
LODImportSuccessful=Mesh for LOD `~ imported successfully!
LODImportUnsuccessful=Mesh for LOD `~ import failed!
LODALLImportSuccessful=All mesh LODs were imported successfully!
SkelMeshImporter_MaxBonesExceededError=`~ mesh has `~ bones which exceeds the maximum allowed bone count of `~.
Prompt_InvalidLODIndex=Invalid mesh LOD index `~, as no prior LOD index exists!
LODImportFail=Failed to import mesh for LOD `~!
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=Remove an 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=Set LOD Auto
ForceLODBaseMesh=Force LOD Base Mesh
ForceLOD1=Force LOD 1
ForceLOD2=Force LOD 2
ForceLOD3=Force LOD 3
AnimSetViewer_ChunksLabel=Chunks:
AnimSetViewer_ChunksAll=All
AnimSetViewer_SectionsLabel=Sections:
AnimSetViewer_SectionsAll=All
LevelViewportToolBar_OptionsButton_ToolTip=Viewport Options - Right Click for Show Flags Quick Menu
LevelViewportOptions_DefaultShowFlags=Reset to Default
ShowSkeleton=Show Skeleton
ShowBoneNames=Show Bone Names
ShowReferencePose=Show Reference Pose
ShowMirror=Show Mirror
ShowWireframe=Show Wireframe
ShowAdditiveBase=Show Additive Base
ShowFloor=Show Floor
ShowGrid=Show Grid
ShowSockets=Show Sockets
ShowBounds=Show Bounds
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
TriangleSortModeLR=Triangle Sorting Left/Right Selection
ClickToSelectSortStrip=Click the mesh to select the strip for which you wish to change the drawing order.
NoCustomSortSections=No sections in the mesh are TRISORT_Custom. See the mesh's LODInfo properties.
SelectStripToMoveInFrontOf=Move the mouse over the strip in front of which you wish to move the selected (white) strip.
ClickToMoveInFront=Click to move the selected white strip in front of the blue strip.
SelectStripToMoveBehind=Move the mouse over the strip behind which you wish to move the selected (white) strip.
ClickToMoveBehind=Click to move the selected white strip 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.
FailedRestoreSortingForSectionNumber=Unable to restore triangle sort setting "`~" for section `~ as the new mesh does not contain that many sections. Please find the matching section and apply manually.
FailedRestoreSortingNoSectionMatch=Unable to restore triangle sort setting "`~" for section number `~ in the old mesh, as a matching section could not be found in the new mesh. The custom sorting information has been lost.
RestoreSortingMismatchedStripsForSection=While restoring "`~" sort order for section `~, `~ of `~ strips could not be matched to the new data.
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
RemovePrefixFromSelectedSequences=Remove Prefix From Selected Sequences
PrefixToRemove=Prefix to remove
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
NotifyRefreshAllData=Refresh all Notifier Data
NotifyRefreshAllDataHelp=Reloads all data associated with Notifiers, such as Anim Trail Data.
AnimSetSampleNewMesh=Sequence `~: The currently selected Mesh (`~) is different from the sampled Mesh (`~).  Do you want to use the selected Mesh instead for data sampling?
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=Rotate Socket
ClearPreviews=Clear Previews
CopySockets=Copy Sockets
PasteSockets=Paste Sockets
SocketManager=Socket Manager
Sockets=Sockets
DeleteSocket=Delete Socket
File=File
View=View
Notifies=Notifies
MeshNone=Mesh: None
FOVReset=FOV Reset
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
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=Copy
AnimTreePaste=Paste
AnimTreeDuplicate=Duplicate
AnimSequencePlayer=AnimSequence Player
MorphNodePose=Morph Pose
AddInput=Add Input
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=Connect to "DiffusePower"
ConnectToEmissiveColor=Connect to "Emissive"
ConnectToSpecularColor=Connect to "Specular"
ConnectToSpecularPower=Connect to "SpecularPower"
ConnectToOpacity=Connect to "Opacity"
ConnectToOpacityMask=Connect to "OpacityMask"
ConnectToDistortion=Connect to "Distortion"
ConnectToTransmissionMask=Connect to "TransmissionMask"
ConnectToTransmissionColor=Connect to "TransmissionColor"
ConnectToNormal=Connect to "Normal"
ConnectToCustomLighting=Connect to "CustomLighting"
ConnectToCustomLightingDiffuse=Connect to "CustomLightingDiffuse"
ConnectToAnisotropicDirection=Connect to "AnisotropicDirection"
ConnectToWorldPositionOffset=Connect to "WorldPositionOffset"
ConnectToWorldDisplacement=Connect to "WorldDisplacement"
ConnectToTessellationMultiplier=Connect to "TessellationMultiplier"
ConnectToSubsurfaceInscatteringColor=Connect to "SubsurfaceInscatteringColor"
ConnectToSubsurfaceAbsorptionColor=Connect to "SubsurfaceAbsorptionColor"
ConnectToSubsurfaceScatteringRadius=Connect to "SubsurfaceScatteringRadius"
ConnectToFunctionOutput=Connect to Function Output "`~"
BreakLink=Break Link
BreakAllLink=Break All Links
ToggleLink=Toggle Link
ToggleLinkPIE=Toggle Link for PIE
ConfirmBreakAllLinks=Are you sure you want to break all links?
ConfirmClosingWithMissingNodes=There are unlinked nodes. They will be lost. Are you sure you want to close?
DeleteInput=Delete Input
NameInput=Name Input
ChangeBone=Change Bone
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
ModeButtonGroupLabel=Modes
BrushButtonGroupLabel=Brushes
CSGButtonGroupLabel=CSG
VolumeButtonGroupLabel=Volumes
ShowHideButtonGroupLabel=Select
CameraMode=Camera Mode | Shift+1
GeometryMode=Geometry Mode | Shift+2
Modifiers=Modifiers
BrushClip=Brush Clip
Lathe=Lathe
Modifier_F=Modifier [`~]
TerrainEditingMode=Terrain Editing Mode | Shift+3
TextureAlignmentMode=Texture Alignment Mode | Shift+4
EditorModeButtonBar_CoverEdit=Cover Edit Mode | Shift+5
CSGAdd=CSG Add | Ctrl+A
CSGSubtract=CSG Subtract | Ctrl+S
CSGIntersect=CSG Intersect | Ctrl+I
CSGDeintersect=CSG Deintersect | Ctrl+D
AddSpecialBrush=Add Special Brush
AddVolume=Add Volume (click for options)
ShowSelectedOnly=Show Selected Only
HideSelected=Hide Selected
SelectActors=Select Actors
InvertSelections=Invert Selection
SelectPostProcessVolume=Select Current Post-process Volume
GoToActor=Go to Actor
GoToBuilderBrush=Go to Builder Brush
GoToActorButtonGroupLabel=Go to
SelectRelevantLights=Select Lights relevant to Actor
SelectRelevantDominantLights=Select Dominant Lights relevant to Actor
SelectByProperty=Select by Property
SelectByPropertyF=Select by Property (`~ with `~: `~)
ShowAll=Show All
HideAll=Hide All
ShowAllAtStartup=Show All at Editor Startup
ShowSelectedAtStartup=Show Selected at Editor Startup
HideSelectedAtStartup=Hide Selected at Editor Startup
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
ExportingLevelToFBX=Exporting Level To FBX
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=Saving package
SavingPackagef=Saving package `~
SavingPackageE=Saving package...
LoadingPackage=Loading package
LoadingPackagef=Loading package `~
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=Missing filename
ExportingMap_F=Exporting map: `~...
ImportingActors=Importing actors
LoadingMap_F=Loading map: `~...
LoadingMapStatus_CleaningUp=(Clearing existing world)
LoadingMapStatus_Initializing=(Initializing world)
CleaningUpE=Cleaning up...
RebuildingMap=Rebuilding map
RebuildingGeometry=Rebuilding geometry
RebuildingStaticMeshes=Rebuilding static meshes
SmoothStaticMeshes=Smooth static meshes
UnsmoothStaticMeshes=Unsmooth static meshes
ImportingBrush=Importing brush
ExportingBrush=Exporting brush
MergePolys=Merge polys
SeparatePolys=Separate polys
RefreshingAssetBrowser="Refreshing Referenced Asset Browser"
BuildingBSP=Building BSP
RebuildingBSP=Rebuilding BSP
RebuildBSPBuildingPolygons=Rebuild BSP: Building polygons
RebuildBSPMergingPlanars=Rebuild BSP: Merging planars
RebuildBSPPartitioning=Rebuild BSP: Partitioning
RebuildBSPBuildingVisibilityZones=Rebuild BSP: Building visibility zones
RebuildBSPOptimizingGeometry=Rebuild BSP: Optimizing geometry
ReferenceFilter="Calculating Reference Filters"
ReferenceGraphs="Rebuilding Reference Graphs"
ReferenceGraphTreeText="Reference Graph"
Zoning=Zoning
CreatingStaticMeshE=Creating static mesh...
ImportingFbxAnimations=Importing FBX animations
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=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_LocationVertSurface_AutoFill=Auto-fill Bone Names
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.
Module_ColorScaleOverLife_SetupParticleParam=Set up particle parameter
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
ViewParticleMemory=View Particle Memory
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:
CASC_ModuleSetRandomSeed=Set RandomSeed
CASC_ModuleConvertToSeeded=Convert to seeded
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
ScaleEmitter=Scale 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 Post-process
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
InterpEd_ToolBar_CreateMovie_Desc=Create a Movie
Play=Play
Pause=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?
CascadeChangeDetailMode=Change the Detail Mode
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=Zoom Mode
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=Set Color
EditProperties=Edit Properties
PropertyWindowEditProperties=PW: Edit Properties
ObjectAssignmentsFailed=Failed to assign `~ to the `~ property, see log for details.
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
UpdateSceneCapture=Update Image Reflection Scene Capture
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?
NeedsToCloseMatineeQ=This command 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 file?
ExportMatineeAnimTrack=Export UnrealMatinee Animation Track
ReduceKeys=Reduce Keys...
DlgInterpEditorKeyReductionTitle=Key Reduction Options
DlgInterpEditorKeyReductionTolerancePercent=Tolerance (percent):
DlgInterpEditorFullInterval=Full Interval:
DlgInterpEditorIntervalStart=Interval Start:
DlgInterpEditorIntervalEnd=Interval End:
DlgInterpEditorNormalizeVelocityTitle=Normalize Velocity
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 in-game!)\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=Open UnrealMatinee
ExitMatinee=Exit UnrealMatinee
AddSwitchConnector=Add Switch
RemoveSwitchConnector=Remove Switch
CopyConnections=Copy Connections
CutConnections=Cut Connections
PasteConnections=Paste Connections
HideOutput=Hide Output
SetActivateDelay=Set Activate Delay
AdjustKey_F=ADJUST KEY `~
CurveEdit=Curve Edit
&Window=&Window
Key_F=KEY `~
KeyFrames=Keys
Frames=Frames
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=Stop
Undo=Undo
Redo=Redo
UndoA=Undo\tCtrl+Z
RedoA=Redo\tCtrl+Y
CurveEditorCaption_F=Unreal Curve Editor: `~
CurveEditor=Curve Editor
ToggleCurveEditor=Toggle Curve Editor
TogglePanInvert=Toggle Invert Panning
ToggleSnap=Toggle Snap
ViewFitSequence=Fit View to Sequence
ViewFitToSelected=Fit View to Selected
ViewFitLoop=Fit View to Loop
ViewFitLoopSequence=Fit View/Loop to Sequence
ViewEndOfTrack=Move to End of Track
InterpEd_ToggleGorePreview=Enable Gore in Editor Preview
InterpEd_CreateCameraActorAtCurrentCameraLocation=Create Camera Actor at Current Camera Location
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_Trim=Trim
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=Recording `~ / `~
InterpEd_LaunchDirectorWindow=Launch Director Window
InterpEd_MatineeDirector_Title=Matinee Director
InterpEd_MatineeRecord_Title=Matinee Track Recorder
InterpEd_AllowKeyframeBarSelection=Allow Keyframe Bar Selection
InterpEd_AllowKeyframeTextSelection=Allow Keyframe Text Selection
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_MovementTrackContext_SplitMovementTrack=Split translation and rotation
InterpEd_MovementTrackContext_NormalizeVelocity=Normalize Velocity
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_Undo_SplitTranslationAndRotation=Split translation and rotation
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=Add New `~
DeleteLayer=Delete Layer
DeleteFolder=Delete Folder
DeleteFolderAndGroup=Delete Folder and Group
DeleteTrack=Delete Track
CopyTranslationBoneNames=Copy TranslationBoneNames to Selected AnimSets
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
AddNewLightingGroup=Add New Lighting Group
AddNewAIGroup=Add New AI Group
InterpEd_AddNewFolder=Add New Folder
UnableToPasteOnlyOneDirectorGroup=Unable to complete paste operation.  You can only have 1 director group per UnrealMatinee.
UnableToPasteGroupIntoCameraAnim=Unable to paste a group into a CameraAnim.
Curve=Curve
InterpMode=Interp Mode
EnsureNotInMode=The requested operation cannot be performed in the current editor mode.
RenameEvent=Rename Event
EditNotify=Edit Notify
SetParentNodeName=Set Parent Node Name
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
RenameCameraShot=Rename
RenameCameraShotBox=Set Camera Shot Number
SetNewCameraShotNumber=Shot Number:
FlipToggle=Flip Toggle
Time=Time
TimeInSeconds=Time (Seconds)
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:
NewConsoleEvent=New Console Event
NewRemoteEvent=New Remote Event
EventName=Event Name:
SetOutputDelay=Set Output Delay
OutputDelayText=Delay:
SetInputDelay=Set Input Delay
InputDelayText=Delay:
Paste=Paste
NewObjectInvalidLocation=This is not a valid location for a new Sequence Object.
NewObject=New Object
NewEvent=New Event
NewVar=New Var
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=Search Tool
OpenNewKismetWindow=Open New Window
ClearKismetBreakpoints=Clear All Breakpoints
ToggleRealtimeDebugging=Enable Kismet Debugging
PauseRealtimeDebugging=Pause (Alt+F7)
ContinueRealtimeDebugging=Continue (Alt+F8)
StepRealtimeDebugging=Step Through (Alt+F9)
NextRealtimeDebugging=Run to Next Action (Alt+F10) (Right-click for options)
NextRealtimeDebuggingAny=Any
NextRealtimeDebuggingBreakpoint=Downstream
NextRealtimeDebuggingSelected=Selected
RealtimeDebuggingCallstack=Callstack
KismetRealtimeDebuggingCallstackCopy=Copy Callstack to Clipboard
KismetSetBreakpoint=Set Breakpoint
KismetClearBreakpoint=Clear Breakpoint
ObjectNone=Object: None
ObjectStatus_F=Object: [`~]      Status: `~
Object_F=Object: [`~]
NewAction=New Action
NewCondition=New Condition
NewVariable=New Variable
ExistingVarFromPMap=Existing PMap Named Var
NewEventsUsing_F=New Events Using `~,...
NewObjectVarsUsing_F=New Object Vars Using `~,...
NewEventUsing_F=New Event Using `~
NewObjectVarUsing_F=New Object Var Using `~
KismetCantHaveCrossLevelReferences_F=UnrealKismet operation failed: can't have cross level reference from `~ to `~
CreateNewSequence=Create New Sequence
ExposeVariable=Expose Variable
ExposeOutput=Expose Output
PasteHere=Paste Here
ImportSequence_F=Import sequence `~
UpdateLatest_F=Update '`~' to latest version
SelectEventsActors=Select Event(s) Actor(s)
ForceFireEvent=Force Fire Event
AssignToEvents_F=Assign `~ To Event(s)
SelectAssigned_F=Select `~ in 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
SelectDownstream=Select Downstream Nodes
SelectUpstream=Select Upstream Nodes
RemoveFromFavorites=Remove from favorites
AddToFavorites=Add to favorites
CreateNewVar_F=Create New `~ Variable
CreateNewEvent_F=Create New `~ Event
BreakEventLinks=Break Event Links
KismetSearch=UnrealKismet Search
KismetClassSearch_Action=Action
KismetClassSearch_Condition=Condition
KismetClassSearch_Variable=Variable
KismetClassSearch_Event=Event
CreateSeqObj=New Sequence Object
CreateSeqObj_Name=Name
CreateSeqObj_Type=Type
CreateSeqObj_Category=Category
Results=Results
CommentsNames=Comments/Names
ReferencedObjectName=Referenced Object Name
NamedVariable=Named Variable
NamedVariableUse=Named Variable Use
ExistingNamedVariableInPersistentLevel=Named Variables in Persistent Level
ExistingNamedVariableInOtherLevels=Named Variables in Other Levels
ExistingNamedVariableInLevel_F=Existing Variable named in `~
RemoteEvents=Remote Events
ReferencesRemoteEvent=Remote Event References
ObjectType=Object Type
KismetPropertyValue=Property Values
SearchRemoteEvents=Search For Matching Events
SearchForObjectType=Find All Uses of Type: `~
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
CreateFunctionFromSelection=Create material function from selection
PreviewCaption_F=Preview: `~
PropertiesCaption_F=Properties: `~
PropertiesCaption=Properties: <Multiple Values>
MaterialExpressionListCaption_F=Material Expressions: `~
MaterialFunctionListCaption=Material Function Library
MaterialExpressions=Material Expressions
MaterialFunctions=Material Functions
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=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
SnapConstraintToBone=Snap Constraint To Bone
SnapAllConstraintsToBone=Snap All Constraints To Bone
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  `~ CONSIDERED_FOR_BOUNDS  `~ Ratio  `~ 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
PlaySoundsOrMusicTrack=Play Sound(s)/Music Track
StopMusicTrack=Stop Music Track
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 `~
UnusedLightmapPercent_F=Estimated Unused Lightmap Percentage: `~
StaticMeshEditor=Static Mesh Editor
StaticMeshEditorCaption_F=Unreal Static Mesh Editor: `~
StaticMeshEditor_AddNewLOD= (Add New)
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=Save As
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
MaterialEditorMoveConnections=Material Editor: Move Connections
MaterialEditorBreakAllConnections=Material Editor: Break All Connections
MaterialEditorTogglePreview=Material Editor: Toggle Preview
MaterialEditorResizeComment=Material Editor: Resize Comment
MaterialEditorNewExpression=Material Editor: New Expression
MaterialEditorNoMaterialFunctionSelected=No Material Function was selected in the Content Browser
MaterialEditorNewComment=Material Editor: New Comment
MaterialEditorPaste=Material Editor: Paste
MaterialEditorDelete=Material Editor: Delete
SoundCaption_F=Sound `~
AllFiles=All Files|*.*
SavePackage=Save Package
PasteToWorldOrigin=Paste To World Origin
MirroringActors=Mirroring Actors
HideUnselected=Hide Unselected
UnHideAll=UnHide All
ApplyBrushTransform=Apply Brush Transform
ReplaceSelectedBrushActors=Replace Selected Brush Actors
ReplaceSelectedNonBrusActors=Replace Selected Non-Brush Actors
SelectAll=Select All
SelectAllMatching=Select All Matching
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)
SelectAllRendered=Select Currently Rendered Actors
SelectAllLightsWithSameClassification=Select Lights Matching Classification
SelectKismetReferencedActors=Select Actors Referenced by UnrealKismet (Current Level)
SelectKismetUnreferencedActors=Select Actors Not Referenced by UnrealKismet (Current Level)
SelectKismetReferencedActorsAll=Select Actors Referenced by UnrealKismet (All Levels)
SelectKismetUnreferencedActorsAll=Select Actors Not Referenced by UnrealKismet (All Levels)
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
ExportAnimTrack=Export (.FBX)
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
SelectActorsByLayer=Select Actors By Layer
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`~
Layer_F=Layer`~
VisibleQ=Visible?
BoundingBoxQ=Draw Bounding Box?
LockedQ=Locked?
LayerDesc_F=`~ (`~ actors)
Layers=Layers
Actors=Actors
Object=Object
Levels=Levels
Open=Open
Pen=Pen
Root=Root
Duplicate=Duplicate
Save_F=Save: `~
ChooseADirectory=Choose A Directory
Packages=Packages
OpenPackages=Open Packages
OpenPackage=Open Package
Rename=Rename
RenameLoc=Rename (with language variants)
NewGroup=New Group
NewLayer=New Layer
UnrealEdCaption_F=`~ - `~
Untitled=Untitled
Undo_F=Undo `~
Redo_F=Redo `~
Undo_FA=Undo `~\tCtrl+Z
Redo_FA=Redo `~\tCtrl+Y
UndoLastAction=Undo the last action
RedoLastAction=Redo the last action
ImportingMap_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_PlayInViewportStart=Play in Viewport    Alt+F8
LevelViewportToolbar_PlayInViewportStop=Stop the current Play-in-Editor world.
PlayInEditor_F=`~ Editor Preview
PlayInEditor_RHI_F=`~ Editor Preview (`~-bit, `~)
PlayInActiveViewport=Play in Active Viewport\tAlt+F8
LocalStandalone=Local Standalone
Perspective=Perspective\tAlt+F
Top=Top\tAlt+G
Side=Side\tAlt+J
Front=Front\tAlt+H
Maximize_Viewport=Maximize Viewport
Restore_Viewport=Restore Viewport
ViewportToolbar_ResizeToDevice=Resize to viewport to match device
BrushWireframe=Brush Wireframe
LevelViewportToolbar_BrushWireframe=Brush Wireframe | Alt+1
LevelViewportOptions_BrushWireframe=Brush Wireframe\tAlt+1
Wireframe=Wireframe
LevelViewportToolbar_Wireframe=Wireframe | Alt+2
LevelViewportOptions_Wireframe=Wireframe\tAlt+2
Bounds=Bounds
Collision=Collision
LockCamera=Lock Camera
SaveThumbnailAngle=Save Thumbnail Angle
6DOP=6DOP simplified collision
10DOPX=10DOP-X simplified collision
10DOPY=10DOP-Y simplified collision
10DOPZ=10DOP-Z simplified collision
18DOP=18DOP simplified collision
26DOP=26DOP simplified collision
SphereSimplifiedCollision=Sphere Simplified Collision
AutoConvexCollision=Auto Convex Collision
RemoveCollision=Remove Collision
RemoveCollisionPrompt=Are you sure you want to remove the collision mesh?
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
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
Simplygon_LoadDLL=Loading Simplygon DLL...
Simplygon_LoadDLLFailed=Failed to find the Simplygon DLL.
Simplygon_InitDLLFailed=Failed to initialize the Simplygon DLL.
Simplygon_DLLVersionMismatch_F=The Simplygon DLL at '`~' does not match the version compiled into the engine.
Simplygon_NoLicenseFile_F=Simplygon license not found at `~
Simplygon_InvalidLicense=Unable to initialize Simplygon: the license has expired.
Simplygon_UnknownError=Unable to initialize Simplygon: error code `~
MeshSimp_WindowTitle=Mesh Simplification
MeshSimp_SimplifyAllSelectedDialogTitle=Simplify Meshes
MeshSimp_OrigMeshStatsGroup=Original Mesh
MeshSimp_DesiredQuality=Desired Quality
MeshSimp_Simplify=Simplify
MeshSimp_SimplifyLOD_F=Simplify LOD`~
MeshSimp_PixelError=Allowed Pixel Error
MeshSimp_ViewDistance=View Distance
MeshSimp_NoMeshAssignedToStaticMeshActor_F=Cannot simplify the selected mesh '`~' because it doesn't have a StaticMesh assigned.
MeshSimp_GenerateLODFailed_F=An error occurred while simplifying the geometry for mesh '`~'.  Consider adjusting simplification parameters and re-simplifying the mesh.
MeshSimp_SimplifyingMeshes=Simplifying meshes...
MeshSimp_SimplifyingMesh_F=Simplifying LOD`~ of `~...
MeshSimp_GeneratingLOD_F=Generating LOD`~ for `~...
MeshSimp_TriangleCount_F=Triangles: `~
MeshSimp_VertexCount_F=Vertices: `~
MeshSimp_SilhouetteImportance=Silhouette
MeshSimp_TextureImportance=Texture
MeshSimp_ShadingImportance=Shading
MeshSimp_SkinningImportance=Animation
MeshSimp_NormalMode=Normals
MeshSimp_ImportanceOff=Off
MeshSimp_LowestImportance=Lowest
MeshSimp_LowImportance=Low
MeshSimp_NormalImportance=Normal
MeshSimp_HighImportance=High
MeshSimp_HighestImportance=Highest
MeshSimp_PreserveSmoothingGroups=Preserve Smoothing Groups
MeshSimp_RecomputeNormals=Recompute Normals
MeshSimp_RecomputeNormalsSmooth=Recompute Normals (Smooth)
MeshSimp_RecomputeNormalsHard=Recompute Normals (Hard)
MeshSimp_LODVertexInfluenceWarning=LOD`~ of `~ has alternate bone weightings. Simplification will cause these weightings to be lost.
MeshSimp_SrcVertexInfluenceWarning=The source model for `~ has alternate bone weightings. The simplified mesh will not have those weightings.
MeshSimp_NoRawTriangles_F=Source triangles are not available for `~. Normals must be recomputed.
MeshSimp_LicenseRequired_F=The mesh `~ has been simplified. A Simplygon license is required but the Simplygon library is not present. The mesh has been reverted to its original state.
MeshSimp_RepairOptions=Repair Options
MeshSimp_NormalsThreshold=Hard Edge Angle Threshold
MeshSimp_WeldingThreshold=Welding Threshold
MeshSimp_NumberOfTriangles=Number of Triangles (%)
MeshSimp_QualityDeviation= Max Deviation
MeshSimp_QualityReductionMethod=Simplification Type
MeshSimp_BoneLodSettings=Skeleton Simplification
MeshSimp_BoneTargetPercentage=Number of Bones (%)
MeshSimp_MaxBonesPerVertex=Max Bones Per Vertex
MeshProxy_ActorsMustBeInSameLevel=All actors must belong to the same level to create a proxy mesh.
MeshProxy_CreatingProxy=Creating mesh proxy...
MeshProxy_RecreatingProxy=Recreating mesh proxy...
MeshProxy_DestroyingProxy=Destroying mesh proxy...
MeshProxy_Create=Create Mesh Proxy
MeshProxy_Recreate=Recreate Mesh Proxy
MeshProxy_Destroy=Destroy Mesh Proxy
MeshProxy_CreatingMaterial=Creating material for mesh proxy...
MeshProxy_OnScreenSizeLabel=On Screen Size (pixels)
MeshProxy_TextureSizeLabel=Texture Resolution
MeshProxy_MaterialTypeLabel=Material Type
MeshProxy_IgnoreVertexColorsLabel=Ignore Vertex Colors
MeshProxy_Merge=Merge
MeshProxy_Remerge=Remerge
MeshProxy_Unmerge=Unmerge
MeshProxy_NoGroupSelection=Group Selection Disabled
MeshProxy_NoGroupSelected=No Group Selected
MeshProxy_MultipleGroupsSelected=Multiple Groups Selected
MeshProxy_GroupNotFound=Group Not Found
MeshProxy_MultipleActorsSelected=Multiple Actors Selected
MeshProxy_NotEnoughStaticMeshesInGroup=Not Enough Static Meshes In Group
MeshProxy_PreserveOriginalSettings=Do you wish to remerge using the original settings?\n`~
Unlit=Unlit
LevelViewportToolbar_Unlit=Unlit | Alt+3
LevelViewportOptions_Unlit=Unlit\tAlt+3
Lit=Lit
LevelViewportToolbar_Lit=Lit | Alt+4
LevelViewportOptions_Lit=Lit\tAlt+4
DetailLighting=Detail Lighting
LevelViewportToolbar_DetailLighting=Detail Lighting | Alt+5
LevelViewportOptions_DetailLighting=Detail Lighting\tAlt+5
LightingOnly=Lighting Only
LevelViewportToolbar_LightingOnly=Lighting Only | Alt+6
LevelViewportOptions_LightingOnly=Lighting Only\tAlt+6
LightComplexity=Light Complexity
LevelViewportToolbar_LightComplexity=Light Complexity | Alt+7
LevelViewportOptions_LightComplexity=Light Complexity\tAlt+7
ShaderComplexity=Shader Complexity
LevelViewportToolbar_ShaderComplexity=Shader Complexity | Alt+8
LevelViewportOptions_ShaderComplexity=Shader Complexity\tAlt+8
TextureDensity=Texture Density
LevelViewportToolbar_TextureDensity=Texture Density | Alt+9
LevelViewportOptions_TextureDensity=Texture Density\tAlt+9
LightMapDensity=LightMap Density
LitLightmapDensity=Lighting Only w/ Texel Density
LevelViewportToolbar_LightMapDensity=LightMap Density | Alt+0
LevelViewportOptions_LightMapDensity=LightMap Density\tAlt+0
LevelViewportToolbar_LitLightmapDensity=Lighting Only with Texel Density | Alt+-
LevelViewportOptions_LitLightmapDensity=Lighting Only with Texel Density\tAlt+-
LevelViewportOptions_Reflections=Image Reflections Only
LevelViewportToolBar_ToggleGameView_ToolTip=Enables 'Game View' mode which displays a more accurate preview of the game's graphics | G
ViewportOptionsMenu_ShowFlagsQuickMenu=Show Flags Quick Menu
ViewportOptionsMenu_ToggleGameView=Game View\tG
ViewportOptionsMenu_ToggleRealTime=Real Time\tCtrl+R
ViewportOptionsMenu_Show=Show
ViewportOptionsMenu_Type=Viewport Type
ViewportPresetSizes_Menu=Viewport Preset Sizes
PerViewLayerHiding=Show Layers
PerViewLayerHideAll=Hide All
PerViewLayerHideNone=Show All
BuilderBrushSF=Builder Brush\tB
StaticMeshesSF=Static Meshes\tAlt+W
InstancedStaticMeshesSF=Instanced Static Meshes
SkeletalMeshesSF=Skeletal Meshes
SpeedTreesSF=SpeedTrees
TerrainSF=Terrain\tT
TerrainPatchesSF=Terrain Patches
TerrainCollisionSF=Terrain Collision
BSPSF=BSP \tAlt+Q
BSPSplitSF=BSP Split
CollisionSF=Object Collision\tAlt+C
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=Post-process Effects
UnlitTranslucencySF=Unlit Translucency
CameraFrustumsSF=Camera Frustums
ParticlesSF=Sprite Particles
LightInfluencesSF=Light Influences
MeshParticlesSF=Mesh Particles
SelectionSF=Selection
ActorTagsSF=Actor Tags
DecalsSF=Decals\tAlt+E
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
MotionBlurSF=Motion Blur
ImageGrainSF=Image Grain
DepthOfFieldSF=Depth Of Field
ImageReflectionsSF=Image Reflections
SubsurfaceScatteringSF=Subsurface Scattering
LightFunctionsSF=Light Functions
TessellationSF=Tessellation
VisualizeDOFLayersSF=Visualize Depth of Field Layers
SSAOSF=Screen Space Ambient Occlusion
VisualizeSSAOSF=Visualize Screen Space Ambient Occlusion
LightShaftsSF=Light Shafts
PostProcessAASF=Post Process Anti Aliasing
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"
ShowPivot="Pivot"
ShowOpenEdges="Open Edges"
UseCurrentTexture=Use Current Texture
RemoveSelectedActors=Remove Selected Actors
AddSelectedActors=Add Selected Actors
DeselectActors=Deselect Actors
MakeAllLayersVisible=Make All Layers Visible
DeleteSelectedActorsLayer=Delete Selected Actors from Layer
AddSelectedActorsLayer=Add Selected Actors to Layer
AttachActors=Attach Actors
RenameE=Rename...
NewE=New...
MainFileMenu_NewLevel=New Level...
MainToolsMenu_NewProject=New Project...
&NewE=&New...
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\tShift+S
SelectSurfaces=Select Surfaces
XorWithMemory=Xor With Memory\tShift+X
AndWithMemory=And With Memory\tShift+O
OrWithMemory=Or With Memory\tShift+U
RecallMemory=Recall Memory\tShift+R
MemorizeSet=Memorize Set\tShift+M
Reverse=Reverse
LevelViewportContext_Reverse=Reverse\tShift+Q
AdjacentSlants=Adjacent Slants\tShift+Y
AdjacentFloors=Adjacent Floors\tShift+F
AdjacentWalls=Adjacent Walls\tShift+W
AdjacentCoplanars=Adjacent Coplanars\tShift+C
AllAdjacents=All Adjacents\tShift+J
MatchingTexture=Matching Texture\tShift+T
MatchingResolution=Matching Lightmap Resolution
MatchingResolution_Current=Matching Resolution (Current level)
MatchingBrush=Matching Brush\tShift+B
MatchingItems=Matching Items\tShift+I
MatchingGroups=Matching Groups\tShift+G
MakeActorLevelCurrentF=Make Current Level: `~\tM
MakeActorLevelGridVolumeCurrentF=Make Current Level Grid Volume: `~
MakeActorLevelCurrentMultiple=Make Current Level: <multiple levels>\tM
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...\tF5
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 Builder Brush
ToBrush=To Brush\tCtrl+P
Order=Order
ToLast=To Last
ToFirst=To First
LinkCrowdDestinations=Link Crowd Destinations\tCtrl+Shift+L
UnlinkCrowdDestinations=Unlink Crowd Destinations\tCtrl+Shift+U
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
SelectNavPointsFromRoute=Route: Select 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...
ActorProperties_SimplifySelectedMeshes=Simplify Meshes for All Selected Actors...
ActorProperties_ResimplifyMesh=Resimplify Mesh...
ActorProperties_CreateMeshProxy=Create Mesh Proxy...
ActorProperties_CreateMeshProxy=Merge/Remerge/Unmerge Meshes...
ActorProperties_SetLODParent=Set as Active LOD Parent
ActorProperties_AddToLODParent=Use '`~' as LOD Replacement
ActorProperties_RemoveFromLODParent=Clear LOD Replacement
LevelViewportContext_FindKismetF=Find `~ in UnrealKismet...\tCtrl+K
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=Add `~
AddHereF=Add `~ Here
LoadAssetF=Load `~
MRU=MRU
Help=Help
ReplaceSkeletalMeshActors=Replace SkeletalMeshActors
RegenAllProcBuildings=Regenerate All ProcBuildings
RegenSelProcBuildings=Regenerate Selected ProcBuildings
GenerateAllProcBuildingLODTex=Generate All Buildings LOD Textures
GenerateSelProcBuildingLODTex=Generate Selected Buildings LOD Textures
RegenerateProcBuildingTextures=Regenerate Building Textures
RegenerateImageReflectionTextures=Regenerate Image Reflection Textures
LockReadOnlyLevels=Lock read-only levels
UnlockReadOnlyLevels=Unlock read-only levels
SetFileListeners=Set Auto-Reimport Asset Paths
SetFileListenersText=The editor supports listening for changes to source assets and automatically reimporting when a change has been detected.\nTo specify which: add or remove directories to the list above and select either the absolute or relative path.\nWhen this dialog is closed the active listeners will be saved and updated.
SetFileListenersPrompt=Do you want to save this path relative to the executable?\nRelative: `~\nAbsolute: `~\n(Yes to save as Relative, No to save as Absolute)
JournalUpdate=GAD Update on Restart
CheckMapForErrorsE=Check Map for Errors...
CheckForErrorsE=Check for errors...
SetFolder=Set Folder...
GenericBrowser_PackageTreeContext_RemoveFromFolder=Remove From Folder...
NewTerrainE=New Terrain...
ConvertTerrainE=Convert All Terrains to Landscapes
PlayLevel=Play Level
OnF=On `~
InEditor=In Editor\tF8
MobilePreview=Mobile Previewer
DlgGeometryToolsTitle=Geometry Tools
DlgStaticMeshToolsTitle=Static Mesh Tools
StopBuild=Stop Build
DlgBuildProgressTitle=Building Map...
Status=Status
DlgProgressTitle=Please Wait...
Progress=Progress
BuildStatus=Build Status
BuildProgress=Build Progress
WarningsAndErrors=Warnings/Errors
ShowDetails=Show Details
HideDetails=Hide Details
BuildWarningsAndErrorsString=`~ criticals \ `~ errors \ `~ warnings
HiddenLevelDialogTitle=Hidden Level Warning
HiddenLevelDialogMakeVisible=Make All Visible
TheFollowingLevelsAreHidden=The following levels are hidden:\n
TheFollowingStreamingLevelsAreHidden=The following streaming levels are hidden:\n
UpdatePrefabHiddenLevelsQ=Prefabs in hidden levels will not be updated.  Continue with prefab update?
HiddenLevelsContinueWithBuildQ=\nThese levels will not be rebuilt.  Also, leaving them hidden may invalidate what is built in other levels.  Continue with build?
BuildAll=Build All
BuildAllSelectedPaths=Build All (Selected AI Paths)
BuildCover=Build Cover
BuildCombatZones=Build Combat Zones
AIPaths=AI Paths
SelectedAIPaths=Selected AI Paths
Geometry=Geometry for Current Level
BuildVisibleGeometry=Geometry for Visible Levels
BuildVisibleGeometry_HelpText=Builds geometry for all visible levels.
AddVolumePopUp=Add Volume
Brush=Brush
ContinueQ=Continue?
ExportE=Export...
BulkExportE=Bulk Export...
BulkImportE=Bulk Import Sounds...
FullLocExportE=Full Loc Export...
ResliceFracturedMeshesE=Reslice Fractured Meshes
Prompt_AboutToBulkExportNItems_F=About to bulk export `~ items.  Proceed?
Prompt_ExportToSinglePackage=Export each package to a single file?
Prompt_ExportGroupsAsSubDirs=Export groups to their own subdirectories?
Prompt_ExportLocBinaries="Would you like to export binary data as well?  Choose Yes to export localized binaries such as .WAVs; choose No to export only the localized text files."
Prompt_ExportLocCompareAgainstDefaults="Only export localization for values that differ from their defaults?"
Prompt_AboutToEditStartupPackage="`~ is a startup package.  Startup packages are fully cooked and loaded when on consoles. ALL CONTENT IN THIS PACKAGE WILL ALWAYS USE MEMORY. Are you sure you want to save it?"
Prompt_AboutToEditStartupPackage_Title=Warning: Save Over Startup Packages?
Prompt_PIEDisableMobileEmulation="Mobile emulation is enabled... Disable and run PIE?\n(For mobile previewing use the 'Mobile Previewer'.)"
ImportE=Import...
AddMover=Add Mover
MainBrushMenu_CSGAdd=CSG Add\tCtrl+A
MainBrushMenu_CSGSubtract=CSG Subtract\tCtrl+S
MainBrushMenu_CSGDeintersect=CSG Deintersect\tCtrl+D
MainBrushMenu_CSGIntersect=CSG Intersect\tCtrl+I
Subtract=Subtract
Remove=Remove
Add=Add
Fullscreen=Fullscreen
MainViewMenu_Fullscreen=Fullscreen\tF11
BrushMarkerPolys=Draw Brush Marker Polys
TogglePrefabLock=Lock Prefabs from Selection
ToggleGroupsActive=Allow Group Selection\tCtrl+Shift+G
ViewportConfiguration=Viewport Configuration
OpenNewFloatingViewport=New Floating Viewport
OpenNewFloatingViewport_Perspective=Perspective
OpenNewFloatingViewport_Perspective_Desc=Opens a new detached perspective window that can be freely moved and resized.
OpenNewFloatingViewport_OrthoXY=Orthographic Top (XY)
OpenNewFloatingViewport_OrthoXY_Desc=Opens a new detached orthographic top (XY) window that can be freely moved and resized.
OpenNewFloatingViewport_OrthoXZ=Orthographic Side (XZ)
OpenNewFloatingViewport_OrthoXZ_Desc=Opens a new detached orthographic side (XZ) window that can be freely moved and resized.
OpenNewFloatingViewport_OrthoYZ=Orthographic Front (YZ)
OpenNewFloatingViewport_OrthoYZ_Desc=Opens a new detached orthographic front (YZ) window that can be freely moved and resized.
OpenNewFloatingViewport_Error=Failed while trying to create a new floating viewport window.
FloatingViewportWindowTitle_F=UnrealEd Floating Viewport `~
ResizeTopAndBottomViewportsTogether=Resize Top And Bottom Viewports Together
ToolTip_ResizeTopAndBottomViewportsTogether=Locks the vertical sash so that the top and bottom viewports share the same width.
MainMenu_PanMovesCanvas=Grab and Drag to Scroll Ortho Cameras
MainMenu_PanMovesCanvas_ToolTip=Click and drag will translate the camera in an orthographic view or canvas window, one-to-one with the mouse cursor movement.  If off, it will translate the camera freely.
MainMenu_CenterZoomAroundCursor=Zoom to Cursor Position
MainMenu_CenterZoomAroundCursor_ToolTip=Zooming will be centered around the cursor.  If off, it will center on the viewport's center.
MainMenu_Preferences=Preferences
MainMenu_Preferences_Language=Editor Language
MainMenu_UseWireframeHalos=Enable Wireframe Halos (Perspective Views)
MainMenu_UseWireframeHalos_Desc=Enable wireframe halo post-processing
MainMenu_AutoRestartReimportedFlashMovies=Apply GFx Movie Changes to Play In Editor
MainMenu_AutoRestartReimportedFlashMovies_Desc=Apply GFx Movie Changes to Play In Editor
MainMenu_AutoReimportTextures=Auto-Reimport Textures
MainMenu_AutoReimportTextures_Desc=Automatically reimport textures when the source texture changes
MainMenu_ReplaceRespectsScale=Preserve Actor Scale on Replace
MainMenu_ReplaceRespectsScale_ToolTip=If on, replacing an actor respects scale. If off, replacing an actor sets the new actor's scale to 1.0
MainMenu_DefaultToRealtimeMode=Perspective Viewports Default to Real Time
MainMenu_DefaultToRealtimeMode_ToolTip=Default to Real Time Mode for Perspective Views
MainMenu_AspectRatioAxisConstraint=Aspect Ratio Constraint
MainMenu_AspectRatioAxisConstraint_MaintainYFOV=Maintain Y-Axis FOV
MainMenu_AspectRatioAxisConstraint_MaintainXFOV=Maintain X-Axis FOV
MainMenu_AspectRatioAxisConstraint_MajorAxisFOV=Maintain Major Axis FOV
MainMenu_LoadSimpleLevelAtStartup=Load Simple Level At Startup
MainMenu_LoadSimpleLevelAtStartup_Tooltip=Loads a sample level when the editor starts
MainMenu_ViewportHoverFeedback=Highlight Objects Under Mouse Cursor
MainMenu_ViewportHoverFeedback_ToolTip=When enabled, objects will be highlighted in level viewports while hovering over them with the mouse cursor.
MainMenu_HighlightWithBrackets=Highlight Selected Objects with Brackets
MainMenu_HighlightWithBrackets_ToolTip=When enabled, selected objects will be highlighted by brackets in all modes.
MainMenu_ClickBSPSelectsBrush=Clicking BSP Selects Brush
MainMenu_ClickBSPSelectsBrush_ToolTip=If selected, clicking on a BSP surface selects the brush and Ctrl+Shift+Click selects the surface.  Otherwise, Ctrl+Shift+Click selects the brush and clicking selects the surface
MainMenu_AutoUpdatingBSP=Auto-Updating BSP Visualization
MainMenu_AutoUpdatingBSP_ToolTip=If selected, BSP will auto update when a brush actor is modified.  Ctrl+Alt+U can be used to toggle this option.  WARNING: Geometry still needs to be manually rebuild prior to playing a level.
RotationGrid=Rotation Grid
AutoSaveInterval=Autosave Interval
DragGrid=Drag Grid
WorldProperties=World Properties
ActorProperties=Actor Properties\tF4
BrowserWindows=Browser Windows
Generic=Generic
Level=Level
Level/Package=Level/Package
PercentageOfLightingTime=% Lighting Time
PercentageOfUnmappedTexels=% Unmapped Texels
UnmappedTexelsMemory=Unmapped Memory Cost (kB)
TotalTexelMemory=Total Texel Memory (kB)
LBI_TotalTexelMemoryLabel=Total Non-BSP Texel Mem:
LBI_TotalUnmappedTexelMemoryLabel=Total Non-BSP Unmapped Mem:
HasLightmapUVs=Has Lightmap UVs
NumLightMapLights=Num LightMap Lights
NumShadowMapLights=Num ShadowMap Lights
VertexShadowMap_Bytes=Vertex ShadowMap (Bytes)
VertexLightMap_Bytes=Vertex LightMap (Bytes)
TextureShadowMap_Bytes=Texture ShadowMap (Bytes)
TexutreLightMap_Bytes=Texture LightMap (Bytes)
StaticMesh=Static Mesh
MappingType=Current Type
StaticMeshLightingInfo=StaticMesh Lighting Info
ActorClasses=Actor Classes
ActorSelected=`~.`~ Selected (`~ Tris, `~ Verts, `~ Sections)
ActorsSelected=`~ Actors Selected (`~ Tris, `~ Verts, `~ Sections)
ActorsClassSelected=`~ `~s Selected (`~ Tris, `~ Verts, `~ Sections)
StatusBarMouseWorldspacePosition=Mouse: (`~, `~, `~)
StatusBarWidgetPosition=Position: (`.2~, `.2~, `.2~)
StatusBarWidgetRotation=Rotation: (`.2~`~, `.2~`~, `.2~`~)
StatusBarWidgetScale=Scale: (`.2~`~, `.2~`~, `.2~`~)
StatusBarNoChange=( No Change )
StatusBarCameraSpeed_F=Camera Speed: `.1~
MainStatusBar_CurrentLevelGridVolumeF=Current Grid:  `~  (Level: `~)
MainStatusBar_CurrentLevelF=Current Level:  `~
SelectNone=Select None
MainEditMenu_SelectNone=Select None
SelectBuilderBrush=Select Builder Brush
MainEditMenu_SelectBuilderBrush=Select Builder Brush\tF2
MainEditMenu_SelectAll=Select All
Copy=Copy
Cut=Cut
LevelViewportContext_Cut=Cut\tCtrl+X
LevelViewportContext_Copy=Copy\tCtrl+C
LevelViewportContext_Paste=Paste\tCtrl+V
LevelViewportContext_PasteHere=Paste Here
PasteAsChild=Paste As Child
CopyA=Copy\tCtrl+C
CutA=Cut\tCtrl+X
PasteA=Paste\tCtrl+V
PasteAsChildA=Paste As Child\tCtrl-B
DuplicateA=Duplicate\tCtrl+D
DeleteA=Delete
Scale=Scale
Rotate=Rotate
Translate=Translate
ShowWidget=Show Transform Widget
Exit=Exit
E&xit=E&xit
Recent=Recent
&Recent=&Recent
&Favorites=&Favorites
SaveAll=Save All
SaveAllWritable=Save All Writable
ForceSaveAll=Save All Levels (Force)
SaveA&ll=Save A&ll
Save&AsE=Save &As...
SaveAsE=Save As...
Save=Save
SaveCurrentLevel=Save current level
&SaveCurrentLevel=&Save Current Level
SaveAllLevels=Save All Levels
SaveLevelAs_PromptToRenameStreamingLevels_F=Would you like to update references to streaming levels and rename those as well?\n\nIf you select Yes, references to streaming levels in `~ will be renamed to `~ (including Kismet level name references.)  You should also do this for each of your streaming level maps.\n\nIf you select No, the level will be saved with the specified name and no other changes will be made.
OpenE=Open...
CreateInstanceE=Create New Substance Graph Instance
CreateImageInputE=Create Substance Image Input
DefaultMaterialE=Create Material
OpenPackagesE=Open Packages...
GenericBrowser_OpenPackageDialogCaption=Open Package File
&OpenE=&Open...
EditorMode_UDK=UDK
EditorMode_Mobile=Mobile
EditorPreferences=Editor Preferences
EditorPreferences_RenderMode=Switch Renderer
EditorPreferences_RenderMode_DX9=DirectX 9
EditorPreferences_RenderMode_DX11=DirectX 11
IntoNewMapE=Into New Map...
IntoExistingMapE=Into Existing Map...
AllE=All...
SelectedOnlyE=Selected Only...
AddsSolids=Select Add/Solid Brushes
Subtracts=Select Subtract Brushes
SemiSolids=Select Semi Solid Brushes
NonSolids=Select Non Solid Brushes
Select=Select
LevelViewportContext_SnapOriginToGrid=Snap Origin to Grid\tCtrl+End
LevelViewportContext_SnapVerticesToGrid=Snap Vertices to Grid
ConvertProcBuilding=Convert to ProcBuilding
ConvertStaticMesh=Convert to Static Mesh
AddVolumePopup=Add Volume
SnapToFloor=Snap to Floor\tEnd
AlignToFloor=Align to Floor
SnapPivotToFloor=Snap Pivot to Floor
AlignPivotToFloor=Align Pivot to Floor
MoveActorToGrid=Snap Origin to Grid
Align=Align
MoveCameraToPoint=Teleport to Point\tCtrl+T+Click
LevelViewportContext_MoveCamerasToActor=Go to Actor\tHome
LevelViewportContext_LockActorMovement=Lock Actor Movement
SnapViewToActor=Snap View to Actor
LevelViewportContext_SelectAllActorsOfTypeF=Select All `~ Actors
LevelViewportContext_SelectAllActorsOfTypeFWithArchetype=Select All `~ Actors with Archetype `~
LevelViewportContext_SelectAllBrushes=Select All Brushes
LevelViewportContext_SelectAllBrushesOfTypeF=Select All `~s
LevelViewportContext_SelectBasedActors=Select Attached Actors
SelectMatchingProcBuildingsByRuleset=Select Proc Buildings With This Ruleset
SelectMatchingStaticMeshesThisClass=Select Matching Static Meshes (This Class)\tShift+E
SelectMatchingStaticMeshesAllClasses=Select Matching Static Meshes (All Classes)\tShift+Z
SelectMatchingSkeletalMeshesThisClass=Select Matching Skeletal Meshes (This Class)
SelectMatchingSkeletalMeshesAllClasses=Select Matching Skeletal Meshes (All Classes)
SelectAllWithMatchingMaterial=Select All With Matching Material
LevelViewportContext_SaveBrushAsCollision=Set Collision from Builder Brush...
ConvertKActorToStaticMesh=Convert KActor to StaticMeshActor
ConvertKActorToMover=Convert KActors to Mover
ConvertStaticMeshToKActor=Convert StaticMeshActor To KActor
ConvertStaticMeshToMover=Convert StaticMeshActor To Mover
ConvertStaticMeshToStaticMeshBasedOnExtremeContent=Convert StaticMeshActor To SM Based on ExtremeContent
ConvertStaticMeshToFSMA=Convert StaticMeshActor To Fractured
ConvertStaticMeshToFoliage=Convert StaticMeshActor To InteractiveFoliageActor
ConvertStaticMeshToNavMesh=Convert StaticMeshActor To NavMesh
ConvertStaticMeshToNavMesh_NoMeshAssignedToStaticMeshActor=Cannot convert the selected mesh '`~' to a NavMesh because it doesn't have a StaticMesh assigned.
ConvertFSMAToStaticMesh=Convert Fractured to StaticMeshActor
ConvertFoliageToStaticMesh=Convert InteractiveFoliageActor to StaticMeshActor
ConvertCollisionModelToBrush=Convert Collision Model To Brush
ConvertMoverToStaticMesh=Convert Mover To StaticMeshActor
ConvertMoverToKActor=Convert Mover To KActor
ChooseFracturedMesh=Choose Fractured Mesh
FracturedStaticMesh=FracturedStaticMesh
ConvertMenu=Convert
SelectMatchingSpeedTrees=Select Matching Speed Trees
CleanBSPMaterials=Clean BSP Materials
EditorFrame_Tools_WidgetSettings=Widget Settings
WidgetSettings_Title=Widget Settings
WidgetSettings_AbsoluteTranslation=Use Absolute Translation
WidgetSettings_AbsoluteTranslation_Tooltip=Use Absolute Translation
WidgetSettings_IncludeTranslateRotateZWidget=Enable Combined Translate/Rotate Widget
WidgetSettings_IncludeTranslateRotateZWidget_Tooltip=Include the multi-purpose Translate/Rotate-Z tool when cycling through widgets
CleanBSPMaterialsReportF=Cleared `~ BSP material references.  Check log window for further details.
AOE_EnterNewProfileName=Enter New Profile Name
AOE_ProfileName=Profile Name
AOE_NoProfileName=Invalid Profile Name
AOE_DuplicateProfileName=Profile with that name already exists.
AOE_DelAreYouSure=Are you sure you want to delete the profile '`~'?
LightAffectsClassificationMenuEntry=Set What This Light Affects
ConvertLightToLightDynamicAffecting=Affecting Only Dynamic Objects
ConvertLightToLightStaticAffecting=Affecting Only Static Objects
ConvertLightToLightDynamicAndStaticAffecting=Affecting Both Dynamic and Static Objects
ConvertLights=Convert Light
ConvertingLights=Converting Lights
ConvertLightsToToggleable=Convert to Toggleable
ConvertLightsToMovable=Convert to Movable
ConvertLightsToDominant=Convert to Dominant
ConvertingSkeletalMeshes=Converting Skeletal Meshes
ConvertSkeletalMesh=Convert Skeletal Mesh
ConvertSkeletalMeshKismetRefSkipped=Skipped converting `~ because it is referenced by Kismet.
StartupTipDialog_Title=Startup Tip
StartupTipDialog_StartupTip=Startup Tip
StartupTipDialog_ShowTipsAtStartup=Show tips at startup
StartupTipDialog_NextTip=Next Tip
BindEditorHotkeys=Configure Keyboard Shortcuts...
DlgBindHotkeys_Title=Configure Keyboard Shortcuts
NotBound=(Not Bound)
LoadConfig=Load Config
SaveConfig=Save Config
ResetToDefaults=Reset To Defaults
LoadKeyConfig=Load Key Configuration
SaveKeyConfig=Save Key Configuration
PressKeysToBind=Press hotkey combo to bind to (Escape Cancels)
KeyAlreadyBound=The key combination entered is already bound to a command:\n`~\n\nIf you continue, this command will be unbound.  Continue binding?
AreYouSureYouWantDefaults=Are you sure you want to reset to defaults?
EmitterAutoPopulate=Auto-populate
EmitterReset=Reset
EmitterPopupMenu=Emitter
SplinePopupMenu=Spline
SplineBreakAllLinks=Break All Links
SplineConnect=Connect/Flip
SplineBreak=Break
SplineReverseAllDirections=Reverse All Directions
SplineSetStraightTangents=Set Straight Tangents
SplineSelectAllNode=Select All On Spline
SplineTestRoute=Test Route
SplineTestRouteFailed=Test Route Failed
Reset=Reset
BakePivot=Save Pivot to PrePivot
UnBakePivot=Reset PrePivot
MoveHere=Move Here
MoveHereSnapped=Move Here (snapped)
MoveCenterSelection=Move to Center of Selection
Pivot=Pivot
MirrorXAxis=Mirror X Axis
MirrorYAxis=Mirror Y Axis
MirrorZAxis=Mirror Z Axis
Transform=Transform
ApplyMaterial=Apply Material
ApplyMaterialF=Apply Material : `~
PlanarWall=Planar Wall
PlanarFloor=Planar Floor
ExportAllScripts=Export All Scripts
NewFromFileE=New From File...
FullyLoadE=Fully Load
FullyLoadingPackages=Fully loading packages
NeedsToFullyLoadPackageF=Package `~ is not fully loaded. Do you want to fully load it? Not doing so will abort the '`~' operation.
MainFileMenu_SaveModified=Save Modified...
MakeCurrent=Make Current
LevelAlreadyExistsInWorld=A level with that name already exists in the world.
LevelBrowser_Properties=Edit Properties...
LevelBrowser_CurrentLevel=- CURRENT LEVEL -
LevelBrowser_CurrentLevelGridVolume=- CURRENT GRID -
ShowSelectedLevelsInSceneManager=Find in Scene Manager...
ShowSelectedLevelsInContentBrowser=Find in Content Browser...
ShowOnlySelectedLevels=Show Only Selected
ShowOnlyUnselectedLevels=Show Only Unselected
SaveSelectedLevels=Save
ShowSelectedLevels=Show
HideSelectedLevels=Hide
ShowAllLevels=Show All
HideAllLevels=Hide All
LockSelectedLevels=Lock Selected Levels
UnlockSelectedLevels=Unlock Selected Levels
LockAllLevels=Lock All
UnlockAllLevels=Unlock All
SelectAllLevels=Select All
DeselectAllLevels=Deselect All
SelectAllVisibleLevels=Select All Visible Levels
InvertLevelSelection=Invert Level Selection
SelectAllActors=Select All Actors
SelectionMode=Selection Only Mode
MainToolBar_OpenRecentLevel=Open a recent level.  Shows a list of recently loaded levels to choose from.
MainMenu_EmulateMobileFeatures=Emulate Mobile Features
MainMenu_EmulateMobileFeatures_ToolTip=Toggles emulation of mobile input and rendering on PC (enables touch-based input, disables gamma correction, certain post-processes, directional light maps, etc.)
MainMenu_AlwaysOptimizeContentForMobile=Always Optimize Content for Mobile
MainMenu_AlwaysOptimizeContentForMobile_ToolTip=When enabled, additional optimizations will be applied to levels and assets in the editor to prepare them for mobile devices
MoveSelectedActorsToCurrentLevel=Move Selected Actors to Current Level\tCtrl+M
MoveSelectedActorsToCurrentLevelGridVolume=Move Selected Actors to Current Level Grid Volume
SetStreamingVolumes=Set Streaming Volumes
AddStreamingVolumes=Add Streaming Volumes
ClearStreamingVolumes=Clear Streaming Volumes
ConfirmClearStreamingVolumesDlgMsg=Are you sure you want to clear streaming volumes?
SelectAssociatedStreamingVolumes=Select Associated Streaming Volumes
NoLevelsAssociatedWithStreamingVolume=No levels are associated with streaming volume.
LevelBrowser_KeywordDialog_Title=Level Keywords
LevelBrowser_KeywordDialog_Message=Selected Keywords to associate with the selected levels
LevelBrowser_AssignKeywords=Assign Keywords...
LevelBrowser_KeywordDialog_SaveKeywords=Save
LevelBrowser_KeywordDialog_SaveKeywords_Tooltop=Assigns keywords to selected levels
LevelBrowser_KeywordDialog_Cancel=Cancel
LevelBrowser_KeywordDialog_Cancel_Tooltip=Cancel the assignment of new keywords to selected levels
LevelBrowser_KeywordFilter_Title=Filter by keyword
LevelBrowser_KeywordFilter_UncheckAll=All Levels
LevelBrowser_KeywordFilter_NoFilterStringsButton=No keywords specified.  Click for information.
LevelBrowser_KeywordFilter_NoFilterStringsDetail=Add [LevelBrowser.Keywords]"+Keywords=..." to DefaultEditor.ini to Filter Levels
LevelBrowser_KeywordFilter_ToggleFilterWindowVisibility=Toggle Filter Window
LevelBrowser_LevelVisible_Tooltip=Toggle Level Visibility
LevelBrowser_LockLevel_Tooltip=Lock Level
LevelBrowser_Menu_LevelMemorySizeData=Level Memory/Size Data
LevelBrowser_LightMapsMemory=Lightmaps
LevelBrowser_ShadowMapsMemory=Shadowmaps
LevelBrowser_RemovingDirtyLevelFromWorld=You are about to remove dirty levels from the world and your changes to these levels will be lost.  Proceed?
LevelBrowser_MoveActorsToThisLevel=Move Selected Actors To This Level
LevelBrowser_MakeCurrentMoveActorsToThisLevel=Make Level Current & Move Selected Actors To It
Unload=Unload
UnloadE=Unload...
Load=Load
NewLevel=New Level...
NewLevelFromSelectedActors=New Level From Selected Actors
ImportLevelE=Add Existing Level...
RemoveLevelFromWorld=Remove Level From World
MergeVisibleLevels=Merge Levels into New Level
MergeVisibleLevelsPromptMessage=This operation will merge all levels into a single new level.  Some of the levels are currently hidden.  Discard the hidden levels?
MergeVisibleLevelsPromptKeepHidden=Keep Hidden
MergeVisibleLevelsPromptDiscardHidden=Discard Hidden
MergeVisibleLevelsPromptCancelMerge=Cancel Merge
LevelBrowserMenu_UpdateLevelsForAllActors=Update All Actors in Level Grids
LevelBrowserMenu_UpdateLevelsForAllActors_Help=Checks for any actors that reside in grid volume levels and moves them to the "best" level if necessary (based on spatial overlap, etc.)
LevelBrowserMenu_AutoUpdateLevelsForChangedActors=Auto-Update Actors in Level Grids
LevelBrowserMenu_AutoUpdateLevelsForChangedActors_Help=Toggles whether or not actors in grid volume levels are automatically moved to their "best" level after most operations
SelectStreamingMethod=Select Streaming Method
StreamingMethod:=Streaming Method:
CheckOut=Check Out
CheckInE=Check In...
Revert=Revert
AddE=Add...
RevisionHistoryE=Revision History...
MoveToTrashE=Move To Trash
SourceControl=Source Control
CopyReference=Copy Reference\tCtrl+C
ExportFileE=Export to File...
ImportFileE=Import from File...
Warning_ImportFaceFXAnimSet=Importing will replace existing animations.\nContinue?
Warning_SkeletalMeshActorAnimationsNotAssignedCorrectly='`~' :  SkeletalMeshActor, and subclasses (except SkeletalMeshActorMAT) should have their Animations set to something other than an AnimNodeSequence
Warning_SkeletalMeshActorAnimTreeTemplateAssigned='`~' : SkeletalMeshActor, and subclasses (except SkeletalMeshActorMAT) should have its' AnimTreeTemplate set to None
Warning_SkeletalMeshActorMATAnimationsAssigned='`~' : SkeletalMeshActorMAT (Matinee Anim Tree) should have Animations set to None
Warning_SkeletalMeshActorMATAnimTreeTemplateNotAssigned='`~' : SkeletalMeshActorMAT (Matinee Anim Tree) should have an AnimTreeTemplate assigned
Warning_InterpActorAttachedToNodeWithLODConflicts='`~' : InterpActor is attached to a node which doesn't exist in all LOD of the skeletal mesh
NameSuffix=Name Suffix
EnableNameSuffixQ=Name Suffix?
SavePackagesQ=Save Packages?
CheckoutPackagesQ=Checkout Packages?
References=References
CannotDeleteList=Cannot delete: \n`~
CannotDuplicateList=Cannot duplicate object: '`~'\n`~
OverwriteDuplicates=The following assets already exist. Overwrite these objects?\n\n`~
DeleteWithReferences=Delete With References
ReplaceExistingObjectInPackage_F=An object [`~] of class [`~] already exists in package [`~].  Do you want to replace the existing object?  If you click 'Yes', the existing object will be deleted.  Otherwise, click 'No' and choose a unique name for your new object.
TexturePackage=Texture Package
TextureGroup=Texture Group
TargetPackage=Target Package
ClassMoveInfoAlreadyExistsQ=Relocation information for class '`~' already exists.  Replace?
CreateClassMoveInfo=Create Class Relocation Info
TargetGroup=Target Group
ClassRelocation=Class Relocation
MoveWithReferences=Move/Rename Objects
ShowReferences=Show Referenced Assets
DuplicateWithReferences=Copy Objects
Search_FindPrev=Find Previous
Search_FindNext=Find Next
PropertiesE=Properties...
PropertyWindow_ToggleFavoritesWindow=Toggle Favorites Window Visibility
PropertyWindow_Search=Search
PropertyWindow_CancelSearch=Cancel Search
PropertyWindow_ResetToDefault=Reset To Default
PropertyWindow_CopySelectedProperties=Copy Selected Properties to Clipboard
PropertyWindow_PasteProperties=Paste Properties from Clipboard
PropertyWindow_SearchFor=Type here to search
PropertyWindow_LockSelectedActorsQ=Lock Selected Actors
PropertyWindow_Options=Options
PropertyWindow_MoveUp=Shifts the selected favorite property node up.
PropertyWindow_MoveDown=Shifts the selected favorite property node down.
PropertyWindow_CopyToClipboard=Copy To Clipboard
PropertyWindow_CompleteCopyToClipboard=Complete Copy To Clipboard (Contains editline objects)
PropertyWindow_ExpandAllCategories=Expand All Categories
PropertyWindow_CollapseAllCategories=Collapse All Categories
PropertyWindow_ShowAllPropertyItemButtons=Show All Property Item Buttons
PropertyWindow_ToolTip_ShowAllPropertyItemButtons=Toggles whether or not items within a property window show their available action buttons regardless of selection state.
PropertyWindow_UseScriptDefinedOrder=Use Script-Defined Order
PropertyWindow_ShowHorizontalDividers=Show Horizontal Dividers
PropertyWindow_ToolTip_ShowHorizontalDividers=Toggles whether or not horizontal dividers are displayed between properties in the property window
PropertyWindow_ShowFriendlyPropertyNames=Show Friendly Property Names
PropertyWindow_ToolTip_ShowFriendlyPropertyNames=Toggles whether or not display space delimited, friendlier names or use the properties default name.
PropertyWindow_ShowModifiedProperties=Show Only Modified Properties
PropertyWindow_ToolTip_ShowModifiedProperties=Toggle a filter within all property windows for displaying properties that have been modified.
PropertyWindow_ShowDifferingProperties=Show Only Differing Properties
PropertyWindow_ToolTip_ShowDifferingProperties=When multiple objects are selected, shows only properties where they differ.
PropertyWindow_Error_ArrayClampInvalidInMultiSelect=Array Clamping isn't supported in multi-select (Param Name: `~)
PropertyWindow_Error_ArrayClampPropertyIsNotAnArray=The property (`~) passed for array clamping use is not an array.  Clamp will only ensure greater than zero.
PropertyWindow_Error_ArrayClampPropertyNotFound=The property (`~) passed for array clamping was not found.  Clamp will only ensure greater than zero.
CreateStaticTextureE=Create Static Texture...
TextureViewer=Texture Viewer
GenericBrowserContext_SimplifyMesh=Simplify Mesh...
GenericBrowserContext_ResimplifyMesh=Resimplify Mesh...
SoundNodeWavePreview=Sound Quality Previewer
SoundCueEditor=Sound Cue Editor
SoundCueEditorPaste=Sound Cue Editor: Paste
SoundCueEditorDeleteSelectedNode=Sound Cue Editor: Delete Selected Node
SoundCueEditorMakeConnectionToConnector=Sound Cue Editor: Make Connection to Connector
SoundCueEditorBreakLink=Sound Cue Editor: Break Link
SoundCueEditorNewSoundNode=Sound Cue Editor: New Sound Node
SoundCueEditorNewWave=Sound Cue Editor: New Wave
SoundCueEditorNewRandom=Sound Cue Editor: New Random
SoundCueEditorAddInput=Sound Cue Editor: Add Input
PhysicsAssetEditor=Physics Asset Editor (PhAT)
CreateNewPhysicsAsset=Create New Physics Asset
CreateNewFaceFXAsset=Create New FaceFX Asset
FaceFXStudio=FaceFX Studio
ImportFromFXA=Import from .FXA...
ExportToFXA=Export to .FXA...
CreateFaceFXAnimSet=Create New FaceFX AnimSet...
EditorCascade=Editor (UnrealCascade)
ParticleCopyParameters=Copy parameters to clipboard
ConvertToSeeded=Convert to seeded modules
ResourceCollection=New Collection for Referenced Objects
ResourceCollectionName=Collection Name
Resources=Resources
EditorLensFlare=LensFlare Editor
AnimTreeEditor=AnimTree Editor
PostProcessEditor=Post-process Editor
LvlToggleVis=Visibility
LvlToggleBoundingBox=Bounding Box
LvlMakeCurrent=Make Current
ActorBrowser_ViewMenu=Actor Classes
LevelBrowser_ViewMenu=Level
GenericBrowser_ViewMenu=Generic
SceneManager_Focus=Focus on Selected Actor
AutoFocus=Auto Focus?
AutoSelect=Auto Select?
ShowBrushes=Show Brushes?
SceneManager_FilterT=Filter Type
SceneManager_FilterQ=Filter Text
ReferencedAssetBrowser_ViewMenu=Referenced Assets
LogBrowser_ViewMenu=Log
PrimitiveStatsBrowser_ViewMenu=Primitive Stats
LayerBrowser_ViewMenu=Layers
TerrainBrowser_ViewMenu=Terrain
ActorBrowser_ToolTip=Show the actor classes browser
LevelBrowser_ToolTip=Show the level browser
GenericBrowser_ToolTip=Show the Generic Browser
AttachmentEditor_ToolTip=Show the attachment editor
BuildingStatsBrowser_ToolTip=Show the building stats browser
TextureStatsBrowser_ToolTip=Show the texture stats browser
TaskBrowser_Caption_ToolTip=Show the task browser
StartPage_Caption_ToolTip=Show the documentation
ContentBrowser_Caption_ToolTip=Show the content browser
ReferencedAssetBrowser_ToolTip=Show the referenced assets browser
LogBrowser_ToolTip=Show the log browser
PrimitiveStatsBrowser_ToolTip=Show the primitive stats browser
LayersBrowser_ToolTip=Show the layer browser
TerrainBrowser_ToolTip=Show the terrain browser
SceneManager_ToolTip=Show the scene manager browser
TaskBrowser_TaskListColumnName_Number=Number
TaskBrowser_TaskListColumnName_AssignedTo=Assigned To
TaskBrowser_TaskListColumnName_Name=Summary
TaskBrowser_TaskListColumnName_Priority=Priority
TaskBrowser_TaskListColumnName_Status=Status
TaskBrowser_TaskListColumnName_CreatedBy=Created By
TaskBrowser_ServerStatus_FailedToInit=Failed to initialize.  No task database providers are available.
TaskBrowser_ServerStatus_ReadyToConnect=Not connected.  Click the Connect button to login to the task database.
TaskBrowser_ServerStatus_Connecting=Connecting to server and logging in...
TaskBrowser_ServerStatus_Connected=Connected to the task database.
TaskBrowser_ServerStatus_ConnectionFailed=Failed to connect to the task database.  Click the Connect button to try again.
TaskBrowser_ServerStatus_Disconnecting=Disconnecting...
TaskBrowser_ServerStatus_QueryingFilters=Retrieving filters...
TaskBrowser_ServerStatus_QueryingTasks=Retrieving task list from server...
TaskBrowser_ServerStatus_QueryingTaskDetails=Retrieving task information...
TaskBrowser_ServerStatus_MarkingTaskComplete=Marking task as fixed...
TaskBrowser_FixButtonLabel=Mark Complete...
TaskBrowser_RefreshButtonLabel=Refresh View
TaskBrowser_ConnectButtonLabel=Connect
TaskBrowser_DisconnectButtonLabel=Disconnect
TaskBrowser_SettingsButtonLabel=Settings...
TaskBrowser_DatabaseFilterLabel=Database filter
TaskBrowser_DisplayFilterLabel=Display
TaskBrowser_FilterOnlyOpenLabel=Only open
TaskBrowser_FilterAssignedToMeLabel=Assigned to me
TaskBrowser_FilterCreatedByMeLabel=Created by me
TaskBrowser_FilterCurrentMapLabel=Current map
TaskBrowser_WaitingForDescription=\n(Downloading task details from server.  Please wait...)
TaskBrowser_Error_NeedValidConnectionSettings=In order for the Task Browser to connect to the database server, you'll need to supply valid settings for the server name/port, user name and password, as well as the project (database) name to connect to.  If you're not sure what settings to use then please ask a system administrator, or check the similar settings in desktop task management application's configuration.
TaskBrowser_Error_StartingConnect=The Task Browser encountered an uncommon error while trying to connect to the database.  Please adjust your connection settings using the Settings button at the bottom of the Task Browser and try again by clicking Connect.
TaskBrowser_Error_StartingDisconnect=The Task Browser encountered an uncommon error while trying to disconnect from the database.
TaskBrowser_Error_StartingFilterQuery=The Task Browser encountered an uncommon error while trying to query a list of filters from the database.
TaskBrowser_Error_StartingMarkAsComplete=The Task Browser encountered an uncommon error while trying to mark a task as complete.
TaskBrowser_Error_StartingQueryTasks=The Task Browser encountered an uncommon error while trying to query a list of tasks.
TaskBrowser_Error_StartingQueryTaskDetails=The Task Browser encountered an uncommon error while trying to query details about a task.
TaskBrowser_Error_ConnectFailed_F=The Task Browser was unable to connect to the task database server.  The following error message was reported:\n\n`~\n\nPlease adjust your connection settings using the Settings button at the bottom of the Task Browser and try again by clicking Connect.
TaskBrowser_Error_DisconnectFailed_F=The Task Browser was unable to disconnect to the task database server.  The following error message was reported:\n\n`~
TaskBrowser_Error_QueryFiltersFailed_F=The Task Browser encountered an error while querying a list of filters from the server.  The following error message was reported:\n\n`~
TaskBrowser_Error_QueryTasksFailed_F=The Task Browser encountered an error while querying a list of filtered tasks from the server.  The following error message was reported:\n\n`~
TaskBrowser_Error_QueryTaskDetailsFailed_F=The Task Browser encountered an error while querying details about a specific task from the server.  The following error message was reported:\n\n`~
TaskBrowser_Error_MarkCompleteFailed_F=The Task Browser was unable to mark the specified task(s) as completed.  The following error message was reported:\n\n`~
TaskBrowser_Error_NeedValidDataToMarkComplete=Sorry, the task cannot be marked as complete until you've entered valid information for all of the fields.  Please complete the form before pressing the OK button.
TaskBrowserConfig_DialogCaption=Task Browser Settings
TaskBrowserConfig_OKButton=OK
TaskBrowserConfig_CancelButton=Cancel
TaskBrowserConfig_ConnectionSettingsLabel=Connection
TaskBrowserConfig_PreferencesLabel=Preferences
TaskBrowserConfig_ServerNameLabel=Server
TaskBrowserConfig_ServerPortLabel=Port
TaskBrowserConfig_UserNameLabel=Login
TaskBrowserConfig_PasswordLabel=Password
TaskBrowserConfig_ProjectName=Project name
TaskBrowserConfig_AutoConnectAtStartupLabel=Auto connect at startup
TaskBrowserCompleteTask_DialogCaption=Mark Task Complete
TaskBrowserCompleteTask_OKButton=OK
TaskBrowserCompleteTask_CancelButton=Cancel
TaskBrowserCompleteTask_ResolutionTypeLabel=Resolution
TaskBrowserCompleteTask_CommentsLabel=Comments
TaskBrowserCompleteTask_ChangelistNumberLabel=Changelist
TaskBrowserCompleteTask_HoursToCompleteLabel=Time to complete (hours)
FixedKismetParentSequences= `~ incorrect ParentSequence pointers found and fixed. (see log for details)
DetailMode=Detail Mode
SetDetailMode=Set Detail Mode
Low=Low
Medium=Medium
High=High
CollectionHelper_NotInitialized=Collection Helper is not initialized.
CollectionHelper_ReadOnly=Collection Helper unable to access database.
CollectionHelper_ClearCollectionFailed=Collection Helper failed to destroy collection `~.
CollectionHelper_CreateCollectionFailed=Collection Helper failed to create collection `~.
CollectionHelper_AddAssetsFailed=Collection Helper failed to add assets to collection `~.
CollectionHelper_RemoveAssetsFailed=Collection Helper failed to remove assets from collection `~.
CollectionHelper_QueryCollectionFailed=Collection Helper failed to query assets for collection `~.
CollectionHelper_SetCollectionClearFailed=Collection Helper failed to clear assets for collection `~.
Error_MaterialEditor_CantPreviewOnSkelMesh=Can't preview on the specified skeletal mesh because the material has not been compiled with bUsedWithSkeletalMesh.
Error_CircularFunctionDependency=Can't use that material function as it would cause a circular dependency.
Error_InputNamesMustBeUnique=Function input names must be unique
Error_OutputNamesMustBeUnique=Function output names must be unique
BlockingVolumeCreation=Create Blocking Volume
BlockingVolumeBBox=Bounding Box
BlockingVolumeConvexHeavy=Heavy Convex Volume
BlockingVolumeConvexNormal=Normal Convex Volume
BlockingVolumeConvexLight=Light Convex Volume
BlockingVolumeConvexRough=Rough Convex Volume
BlockingVolumeColumnX=Column (X Axis)
BlockingVolumeColumnY=Column (Y Axis)
BlockingVolumeColumnZ=Column (Z Axis)
BlockingVolumeAutoConvex=Auto Convex Collision...
Error_FileDoesNotExist=File does not exist : '`~'.  It will be removed from the MRU list.
Error_FavoritesFileDoesNotExist=File does not exist: '`~'. It will be removed from the Favorites list.
Error_FindPropertyWindowFailed=FindPropertyWindow failed
Error_FailedToBeginTransaction="UNREALCASCADE: Failed to begin transaction - "
Error_FailedToEndTransaction="UNREALCASCADE: Failed to end transaction - "
Error_TypeDataModuleAlreadyPresent=A TypeData module is already present.\nPlease remove it first.
Error_EventGeneratorModuleAlreadyPresent=An EventGenerator module is already present.\nPlease remove it first.
Error_DynamicParameterModuleAlreadyPresent=A DynamicParameter module is already present.\nPlease remove it first.
Error_MustSelectEmitter=You must select an emitter
Error_ModuleCanOnlyBeUsedInEmitterOnce=A Module can only be used in each Emitter once.
Error_NoEmitterSelectedForExport=No emitter selected for export
Error_FailedToCopy=Failed to copy `~ to `~
Error_SelectedEmitterMustContainModule=The selected emitter must contain the selected module for deletion
Error_MoreEmitterTypesThanSlots=ERROR!\nThere are more emitter types than available menu slots!
Error_TriedToExecDeprecatedCmd=Tried to executed deprecated command: `~
Error_CouldntFindSMForAnimSet=Could not find SkeletalMesh to play this AnimSet on.
Error_AnimTreeAlreadyBeingEdited=AnimTree is already being edited.
Error_PBRulesetAlreadyBeingEdited=Ruleset is already being edited.
Error_PBLoopDetected=Cannot create connection - will result in a loop.
Error_FailedToCreatePhysAssetFromSM=Failed to create Physics Asset '`~' from Skeletal Mesh '`~'.
Error_FailedToCreateNewPhysAsset=Failed to create new Physics Asset.
Error_FailedToCreateNewAnimSetAsset=Failed to create new AnimSet Asset.
Error_PhysicsAssetHasNoSkelMesh=Warning: Physics Asset has no default SkeletalMesh assigned!  For now, a simple default skeletal mesh (`~) will be used.  You should repair the DefaultSkeletalMesh using UnrealPhAT (Edit -> Change Default SkeletalMesh) before saving this asset.
Error_GroupAlreadyAssocWithActor=There is already a Group associated with this Actor.
Error_ActorNotInSequenceLevel=Actor is not in the same Level as the UnrealMatinee's UnrealKismet Sequence.
Error_OnlyOneTrackTypePerGroup=Only allowed one of this track type per group.
Error_PropertyAlreadyControlled=Already a FloatProp track controlling this property.
Error_NoAnimChannelsLeft=This Actor Has No AnimControl Channels Left.
Error_NoParentNode=This Actor Has No AnimControl Slots.
Error_HighlightNonZeroLength=You must highlight a non-zero length section before stretching it.
Error_NoActorForThisGroup=No Actor for this group
Error_NameAlreadyExists=Name already exists - please choose a unique name for this Group.
Error_PackageNameExists=A package with that name already exists. Please choose another name.
Error_EventNameInUse=Sorry - Event name already in use.
Error_MatineeActionMustHaveData=UnrealMatinee action must have UnrealMatinee Data attached before being edited.
Error_MustSpecifyValidSeqName=Must specify valid sequence name and package.
Error_ExpressionHasRefs=Expression has references.  Cannot delete.
Error_BodySetupWithNoPrimitives=Body Setup with No Primitives!
Error_CanOnlyWeldParentChildPairs=You can only weld parent/child pairs.
Error_CantMakeNewBonePhysical=You cannot make a new bone physical if it has physical children.
Error_OnlyAddSoundNodeWaveOnce=Can only add a particular SoundNodeWave to a SoundCue once.
Error_MustSelectActorsToCreateLayer=You must have some actors selected to create a new layer.
Error_RenameFailedLayerAlreadyExists=Layer already exists; enter another name.
Error_CantSaveMapViaGB=Can't save map files via the browser. Not saving '`~'.
Error_CantSaveMapViaCascade=Can't save map files via UnrealCascade. Not saving '`~'.
Error_CouldntSavePackage=Couldn't save package. Check log window for further details.
Error_InvalidInput=Invalid input.
Error_ObjectNameAlreadyExists=An object named '`~' already exists.\n(If you renamed a Prefab there may be other objects causing the name conflict, like one of the archetypes.)
Error_ObjectNameIsIllegal=The object name '`~' contains illegal characters.
Error_CouldntRenameObjectF=Couldn't rename '`~'.\n
Error_CouldntRenameObjectRedirectorF=Couldn't rename '`~' object because there is an object redirector of the same name, please run FixupRedirects.\n
Error_CouldntWriteToFile=Couldn't write to file. Maybe file is read-only?
Error_CouldntWriteToFile_F=Couldn't write to file '`~'. Maybe file is read-only?
Error_PackageStatusChanged=Package can't be checked out - status has changed!
Error_CouldNotCreateActor=Could not create Actor.
Error_CouldNotCreateActor_NoAssetAssigned=No valid asset was specified.
Error_CouldNotCreateActor_NoDestructibleAsset=No destructible asset was specified.
Error_CouldNotCreateActor_FromAssetOnly=Could not create actor from asset.
Error_CouldNotCreateActor_NoStaticMesh=No static mesh was specified.
Error_CouldNotCreateActor_AlreadyADominantDirectionalLight=Can't create dominant directional light, there's already one in the level.  There can only be one dominant directional light.
Error_ReflectionTextureDoesntMatch=The specified reflection texture doesn't match the properties of an existing reflection texture on '`~'!  All reflection textures on all image reflections must match size, texture group, format, etc.  The new reflection texture will not render correctly.
Error_ReflectionTextureInvalid=The specified image reflection texture was not in the image based reflection texture group, which is required.
Error_CouldNotCreateActor_NoSkellMesh=No skeletal mesh was specified.
Error_CouldNotCreateActor_NoRigidBodySetup=No rigid body setup on the specified static mesh.
Error_CouldNotCreateActor_NoParticleSystem=No particle system specified.
Error_CouldNotCreateActor_NoPhysicsAsset=No physics asset was specified.
Error_CouldNotCreateActor_NoNavigationPoints=No navigation points were found.
Error_CouldNotCreateActor_NoSoundCue=No sound cue was specified.
Error_CouldNotCreateActor_NoSoundWave=No sound wave was specified.
Error_CouldNotCreateActor_NoMaterial=No material was specified.
Error_CouldNotCreateActor_NoDecalMaterial=No decal material was specified (if a material is selected, make sure 'Used With Decals' is set on it).
Error_CouldNotCreateActor_NoArchetype=No archetype was specified.
Error_CouldNotCreateActor_NoLensFlare=No lens flare was specified.
Error_CouldNotCreateActor_FractureStaticMesh=Using standard static mesh factory to create a fractured static mesh is not allowed.
Error_CouldNotCreateActor_SelectedItemIsNotFogVolumeMaterial=No fog volume material was specified (if a material is selected, make sure 'Used with Fog Volumes' is set on it).
Error_CouldNotCreateActor_NoExplosionContent=No explosion content was specified.
Error_ASEImportVertexPercentageWarning=Generated/imported vertex count ratio (`~/`~) exceeds expected percentage (`~  expected).
Error_NewStaticMeshHasBadLightMapUVSet_F=Warning: The light map UV set for static mesh [`~] appears to have layout problems.  Either the triangle UVs are overlapping one another or the UV are out of bounds (0.0 - 1.0 range.)
Error_StaticMeshHasBadElements=Static Mesh [`~] has an element with no triangles.  This mesh may not render properly.
Error_SkeletalMeshHasMissingBoneMapping=Skeletal Mesh [`~] has missing bone mappings. This mesh may not render properly.
Error_SkeletalMeshHasBadChunkBoneMapping=Skeletal Mesh [`~] has bad bone mappings.  This mesh may not render properly.
Error_SkeletalMeshHasMissingBoneSlots=Skeletal Mesh [`~] was unable to remap bone indices.  This mesh may not render properly.
Error_SkeletalMeshHasBadSections=Skeletal Mesh [`~] has a section with no triangles.  This mesh may not render properly.
Message_ASEImportVertexPercentageResults=Generated `~ vertices from `~ imported (`~ increase).
Error_MapExtUndefined=MapExt needs to be defined in .ini!
Error_PIEObjectStillReferenced=Object '`~' from PIE level still referenced.\n\nShortest route from root:\n`~
Error_FailedCreateEditorPreviewWorld=Failed to create editor preview world.
Error_CouldntSpawnPlayer=Couldn't spawn player: `~
Error_48=ASE Importer Error : Did you forget to include geometry AND materials in the export?\n\nFaces : `~, Texture Coordinates : `~
Error_49=ASE Importer Warning : This object has no material reference (current texture will be applied to object).
Error_InUse=`~ is in use.\n\n——-\nRunning the editor with '-NoLoadStartupPackages' may help if the object is loaded at startup.\n——-\n\n`~
Error_SelectOneActor=Please select just one Actor with a StaticMesh.
Error_NoActorWithStaticMesh=No Actor found with a StaticMesh.
Error_FilenameContainsSpaces=The filename you specified has one or more spaces in it.  Unreal filenames cannot contain spaces.
Error_Couldn'tSpawnActor=Couldn't spawn actor. Please check the log.
Error_Modifier=Modifier (`~) : `~
Error_NotEnoughClipMarkers=You haven't placed enough clip markers to perform this operation.
Error_BrushClipViewportNotOrthographic=The focus needs to be in an orthographic viewport for brush clipping to work.
Error_ClipUnableToComputeNormal=Unable to compute normal for brush clip!
Error_RequiresTwoSelectedVertices=Requires 2 selected vertices.
Error_SelectedVerticesMustBelongToSamePoly=The selected vertices must belong to the same polygon.
Error_SelectedEdgeMustBelongToSelectedPoly=The edge used for splitting must be part of the selected polygon.
Error_SelectedVerticesMustBelongToSelectedPoly=The vertices used for splitting must be part of the selected polygon.
Error_SelectedEdgesMustBelongToSamePoly=The selected edges must belong to the same polygon.
Error_PolygonsOnEdgeToTurnMustBeTriangles=The polygons on each side of the edge you want to turn must be triangles.
Error_ErrorOpeningAnimFile=Error opening animation file `~
Error_ErrorReadingAnimFile=Error reading animation file `~
Error_DuplicateBoneName=Error, Could not import `~.\nDuplicate bone name found ('`~'). Each bone must have a unique name.
Error_CouldNotFindTrack=Could not find needed track (`~) for this AnimSet.\nWould you like to use the selected SkeletalMesh reference pose to create the track?
Error_CouldNotFindFbxTrack=Could not find needed track (`~) for this AnimSet.\nImport failed.
Error_CouldNotFindPatchBone=Could not find bone (`~) in selected SkeletalMesh to patch animation from.\nImport failed.\nMaybe delete Track from AnimSet?
Error_ExtraInfoInAnimFile=Extra track (`~) found in animation file but not in AnimSet.\nWould you like to add this track to all existing animations using the selected SkeletalMesh reference pose?
Error_Skip_AnimsetPatching=Do you want to skip patching of animset with missing tracks?
Error_ASEImporterError=ASE Importer Error : Did you forget to include geometry AND materials in the export?\n\nFaces : `~, Texture Coordinates(channel `~) : `~
Error_ObjectHasNoMaterialRef=Importer Warning : This object has no material reference (default texture will be applied to object).
Error_UnknownInterpolationType=Unknown Interpolation Type!
Error_MultipleInterpsReferToSameActor=Multiple SeqAct_Interps refer to the same Actor (`~) for path building.
Error_InvalidCursorPosition=Invalid cursor position
Error_ExpectingDigitGotCharacter=Expecting digit, got character `~
Error_PackageFileNotSpecified=Package file not specified
Error_ObjectNameNotSpecified=Object name not specified
Error_FailedToLoadPackage=Couldn't load package `~
Error_ExporterNotSpecified=Exporter not specified
Error_FileExtensionNotSpecified=File extension not specified
Error_FailedToMakeDirectory=Failed to make directory `~
Error_CantExportNameToFile=Can't export `~ to file `~
Error_ParentAndChildAreUnlinked=CleanupNodes: Parent and child are unlinked
Error_FilterLeafBadLocs=FilterLeaf: Bad Locs
Error_MissingLBraceAfterCpptext=`~: Missing '{' after cpptext.
Error_FailedToFindClosingComment=Failed to find closing '*/'
Error_CantFindEditPackage=Can't find edit package '`~'
Error_ScriptClassSizeMismatch=C++/ Script class size mismatch
Error_FailedToFindTool=FEdMode::FindTool failed to find tool `~
Error_ViewportNotNULL=Viewport != NULL in FEditorLevelViewportClient destructor.
Error_NumTrianglesInvalid=Triangles(i).NumUVs invalid for `~!
Error_ActorComponentDestroyedWithoutRemoval=Actor component destroyed without being removed from the scene: `~
Error_FailedLoadingMips=Failed loading mips for texture `~
Error_SplitWithPlaneVertexOverflow=FPoly::SplitWithPlane: Vertex overflow
Error_SplitInHalfVertices=FPoly::SplitInHalf: `~ Vertices
Error_FinalizeNormalizationFailed=FPoly::Finalize: Normalization failed, verts=`~, size=`~
Error_BoolPropertyAlreadyControlled=Already a BoolProp track controlling this property.
Error_VectorPropertyAlreadyControlled=Already a VectorProp track controlling this property.
Error_NoActorForFaceFXTrack=No Actor found to obtain list of FaceFX animations from.
Error_NoFaceFXSequencesFound=Could not find FaceFX animations from Actor.
Error_AnimTreeLoopDetected=This connection would form a loop in your AnimTree, which is not allowed.
Error_AnimTreeInvalidNodeIndex=This connection would attach an anim node to a connection other than the main child of the tree, which is not allowed.
Error_ImportFailed=Import failed.
Error_ImportFailed_f="Import failed for `~"
Error_ParseFBXFailed="Failed to parse FBX file: `~"
Error_CollisionModelImportFailed=Collision model import failed due to a polygon or set of coplanar polygons with too many vertices or an unclosed collision volume.  Please correct your collision model.
Error_PhysicalMaterialCycleInHierarchy=Setting the parent to that PhysicalMaterial would cause a cycle in the hierarchy.  It has not been set.
Error_ActorConversionLevelMismatch=Actor was converted into a different level.
Error_MaterialEditorFogVolumeMaterialNotSetup=To be used with Fog Volumes the material must have an emissive input and then be marked with bUsedWithFogVolumes.
Error_FracturedStaticMeshInvalidStaticMesh=Couldn't set StaticMesh, the selected asset is not a FracturedStaticMesh.
Error_NoFilesInDirectory=No files exist in directory `~.
Error_InvalidMoveOfLocalizedObject=Attempting to move localized sound `~ into non localized package or package with different localization.\n
Error_CannotMoveProxy=Static Mesh Proxies cannot be moved outside of their original group.\nMove the whole group instead.
GeomModifierPen_Warning_AddingVertexInWrongViewport=Vertices can only be added to one viewport at a time.
Exporter_Error_SourceDataUnavailable=No source data available for some objects.  See the log for details.
Prompt_1=Are you sure you want to completely reset the selected AnimSet?
Prompt_2=An AnimSequence with that name (`~) already exists in this AnimSet.\n Do you want to replace it?
Prompt_3=Are you sure you want to delete the selected AnimSequence(s) (`~)?
Prompt_4=`~ support coming soon.
Prompt_5=No selected module!
Prompt_6=Duplicate Module on Same Emitter?
Prompt_7=3DDrawMode Options Menu!
Prompt_8=Static Mesh already has a collision model. \nDo you want to replace it?
Prompt_9=Static Mesh already has physics collision geometry.\n\nAre you sure you want replace it?
Prompt_10=Could not create geometry.
InterpEd_DeleteSelectedFolder=Are you sure you want to delete folder (`~)?  Any groups that are attached to this folder will be detached first (but not deleted)!
Prompt_12=This will completely replace the current asset.\nAre you sure?
Prompt_13=This will completely replace the current bone collision.\nAre you sure?
Prompt_14=Are you sure you want to weld '`~' to '`~' ?
Prompt_15=This will completely remove this bone, and any constraints to it.\nAre you sure you want to do this?
ActorsReferencedByKismet=Actors Referenced By UnrealKismet
PromptSomeActorsAreReferencedByKismet=Some actors are referenced by an UnrealKismet sequence.  Proceed?
Continue=Continue
IgnoreKismetReferencedActors=Ignore UnrealKismet-referenced actors
Prompt_17=The package '`~' (`~) has changed and needs to be saved.  Save over the existing package?\n\nYes:  Overwrite '`~'.\nNo:  Skip saving this package only.\nCancel:  Stop saving packages and return to the editor.
Publish_SaveDirtyPackagesQ=Packages must be saved before they can be published.  Save packages before publishing?\n\nYes: Save packages, then publish.\nNo: Publish without saving packages.\nCancel: Abort the publish and return to the editor.
SaveDirtyPackagesNotFullyLoadedQ=The package '`~' has been changed and needs to be saved, but is not fully loaded.  Do you want to fully load it?\n\nYes: Fully load the package and save it.\nNo: Skip saving this package only.\nCancel: Stop saving all packages and return to the editor.
Prompt_18=This option will export all classes to text .uc files which can later be rebuilt. Do you want to do this?
Prompt_19=Export classes to *.uc files
Prompt_20=Do you want to save the changes to `~?
Prompt_ThisActionWillTerminatePIEContinue=This action will terminate your Play In Editor session.  Continue?
Prompt_21=You must exit Interpolation Editing mode before saving level.\nDo you wish to do this now and continue?
Prompt_22=Failed to create entry point. Try another location, or you may have to rebuild your level.
Prompt_23=Your ini files are outdated. Do you want to automatically update them? Not doing so might cause crashes!
Prompt_24=Static Mesh already has a collision model. \nDo you want to replace it with Builder Brush?
Prompt_25=This will replace the existing AnimSequence (`~).\nAre you sure?
Prompt_26=The package '`~' (`~) failed to save.\n\nCancel: Stop saving all packages and return to the editor.\nRetry: Attempt to save the package again.\nContinue: Skip saving this package only.
Prompt_27=Are you sure you want to delete the selected MorphTarget? \n`~
Prompt_28=A MorphTarget with that name (`~) already exists in this MorphSet.
Prompt_29=A MorphTarget with that name already exists. Would you like to replace it?
Prompt_30=Some selected Actors are referenced by a Route.\nAre you sure you want to continue?
Prompt_31=Some selected Actors are referenced by a CoverGroup.\nAre you sure you want to continue?
Prompt_32=Are you sure you want to move the selected AnimSequence(s) (`~) to this AnimSet (`~)?
Prompt_33=Are you sure you want to convert the selected AnimSequence(s) (`~) to Additive Animations?
Prompt_34=Are you sure you want to copy the selected AnimSequence(s) (`~) to this AnimSet (`~)?
Prompt_35=This operation will overwrite the morph target if same name exists.  Proceed?
Prompt_36=Base Mesh has been modified since last time morph target was processed. Would you like to update all morph targets?
Prompt_37=This operation updates base mesh information for this morph target set. Would you like to proceed?
Prompt_38=All morph targets have been updated.
Prompt_39=Same name exists.
Prompt_40=`~:Track(`~) - Source Key isn't valid. Copying from reference pose.
Prompt_CantCopyAdditiveSequence=Additive AnimSequences and AnimSequences that are related to additive sequences should not be moved into different packages.  AnimSequence(s) :`~will not be moved into AnimSet (`~).
Prompt_MoveOrDeleteAdditiveSequence=AnimSequences that are related to additive sequences should not be moved to another package or deleted, or the reference will be lost.  \n\nWould you like to still move or delete (`~)? \n\nAdditive AnimSequence(s) that are referring this animation:`~
Prompt_NoSmoothgroupForFBXScene=Warning: No smoothing group information was found in this FBX scene.  Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file.  Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.
Prompt_FBXImportBonesMissingFromBindPose=Warning: The following bones are missing from the bind pose.  If they are not in the correct orientation after importing, please set the "Use T0 as ref pose" option or add them to the bind pose and reimport the skeletal mesh \n\n`~
Prompt_TooManyVertices=This mesh has more than 65535 vertices and cannot be imported.
Prompt_NoIdentityScaleForBone=Warning: A bone or bones with a non-identity scale factor was found for skeleton (skeleton root name: `~).\n Unreal does not support scale on bones so the FBX importer will attempt to apply the scale to the bone's translation.  If the results are not as intended, please use identity scale for all skeletons in the original scene.
Prompt_MoreThanOneTarget=Multiple meshes were found.  Would you like to use the first one?
Prompt_FirstOneFbxMeshUsed=More than one FBX skeletal mesh was found.  Only the first one will be imported.
Prompt_NoFbxSkelMeshFound=No FBX skeletal mesh was found.  The import process can not be completed.
Prompt_InvalidMorphLODIndex=There are multiple FBX meshes with the same morph LOD level for same morph target, please reassign!
Prompt_NoMeshFound=No meshes were found in file.
Prompt_MaterialEditorClose=Would you like to apply changes to this material to the original material?\n(No will lose all changes!)
Prompt_MaterialEditorDeleteFunctionInputs=Delete function inputs or outputs "`~"?\nAny materials which use this function will lose their connections to these function inputs or outputs once deleted.
Prompt_OBJExportWithBMP=Would you like to export the materials as images (slower)?
Prompt_CloseFXStudioOpenOnSaveQ=FaceFX Studio must be closed before saving.  Close FaceXFX?  Not doing so will abort the save operation.
Prompt_UnloadingPackagesCasuesChangesToBeLostQ=Unloading a package containing unsaved changes will cause those changes to be lost.  Continue?
Prompt_AboutToCluserSoundsQ=About to cluster `~ sounds.  Continue?
Prompt_SplitTerrain=Split Terrain?
Prompt_MergeTerrain=Merge Terrains?
StaticMeshImport_TooManyVertices_FBX=The model has too many verticies; the maximum is 65535.  Consider splitting up the source mesh into smaller chunks.
CreatedNCues=Created `~ cues.
CouldNotCreateTheFollowingCuesNamesInUse=Couldn't create the following cues because their names are already in use:
CouldNotCreateAnyCues=Could not create any Sound Cues.  Sound Nodes can only be clustered if they have a common name delimited by a number.
ViewportOptions_MakeViewOcclusionParent=View Culling/Occlusion
ViewportOptions_MakeViewOcclusionParent_ToolTip=Set this viewport to be the occlusion parent.  Use other viewports to view the occluded/culled scene.
ViewportOptions_ShowFPS=Show FPS\tShift+H
ViewportOptions_ShowFPS_ToolTip=Toggles display of frames per second (FPS) over real-time viewports
ViewportOptions_ShowStats=Show Stats\tShift+L
ViewportOptions_ShowStats_ToolTip=Toggles display of stats over real-time viewports
ViewportOptions_AddCameraActor=Add camera actor here
ViewportOptions_AddCameraActor_ToolTip=Adds a camera actor at the current camera location/rotation
ToolTip_FarPlaneSlider=Distance to far clipping plane
ToolTip_1=Use Selected AnimSet in Generic Browser
ToolTip_2=Use Selected SkeletalMesh in Generic Browser
ToolTip_3=Show Skeleton
ToolTip_4=Show Bone Names
ToolTip_5=Cycle Mesh Rendering Mode
ToolTip_6=Socket Manager
ToolTip_7=Selected lights ignore selected primitives
ToolTip_8=Selected lights affect selected primitives
ToolTip_9=Selected lights' ignore lists are cleared
ToolTip_10=Editing Mode [B]
ToolTip_11=Movement Space
ToolTip_12=Toggle Simulation [S]
ToolTip_13=Cycle Mesh Rendering Mode [H]
ToolTip_14=Cycle Collision Rendering Mode [J]
ToolTip_15=Cycle Constraint Rendering Mode [K]
ToolTip_16=Toggle Drag Grid
ToolTip_17=Toggle Rotation Grid
ToolTip_18=Change Drag Grid
ToolTip_19=Change Rotation Grid
ToolTip_AutosaveMenu=Change Autosave Options
ToolTip_20=Open a Recently Opened Map
ToolTip_21=Special Paste Options
ToolTip_22=Reference Coordinate System
ToolTip_23=Create a new level
ToolTip_24=Open an existing level file
ToolTip_SaveAllLevels=Save all levels
ToolTip_26=Undo the last action | Ctrl+Z
ToolTip_27=Redo the previously undone action | Ctrl+Y
ToolTip_28=Slowest Camera Speed
ToolTip_29=Normal Camera Speed
ToolTip_30=Fast Camera Speed
ToolTip_VeryFastCameraSpeed=Very Fast Camera Speed
ToolTip_31=Transformation Widget | Enables 3D handles for translating, rotation or scaling selected actors
ToolTip_32=Translation Mode | Translate selected objects using the widget. (Right click to type in translation values)
ToolTip_33=Rotation Mode | Rotate selected objects using the widget. (Right click to type in rotation values)
ToolTip_34=Scaling Mode | Scale selected objects using the widget. (Right click to type in scaling values)
ToolTip_35=Non-uniform Scaling Mode | Scale selected objects non-uniformly using the widget. (Right click to type in scaling values)
ToolTip_36=Find Actors
ToolTip_37=Fullscreen Mode | F11
ToolTip_38=Cut | Cut out the selection and put it into the clipboard
ToolTip_39=Copy | Copy the selection and put it into the clipboard
ToolTip_40=Paste | Paste data in the clipboard into the map
ToolTip_41=Open Generic Browser
MainToolBar_FavoritesButton_ToolTip=Toggle Map File as Favorite
MainToolBar_ContentBrowser=Open the Content Browser | Ctrl+Shift+F
MainToolBar_SelectTranslucent_ToolTip=Allow Translucent Selection
MainMenu_SelectTranslucent=Allow Translucent Selection
MainMenu_SelectTranslucent_ToolTip=Enables selection of translucent objects in perspective viewports
MainToolBar_PIEVisibleOnly_ToolTip=Only Load Visible Levels in PIE
MainMenu_PIEVisibleOnly=Only Load Visible Levels in PIE
MainMenu_PIEVisibleOnly_ToolTip=When enabled, only currently visibles will be loaded in PIE
ToolTip_42=Open UnrealKismet
MainToolBar_MatineeListDropDown=Open UnrealMatinee |  Opens an existing UnrealMatinee sequence for editing
MainToolBar_MatineeListDropDown_NoMatineeExists=No UnrealMatinee sequences exist yet.  You can create a new sequence by opening UnrealKismet, right-clicking on the canvas and selecting, 'New Matinee'.
MainToolBar_PlayInEditorPlay_ToolTip=Play this level in an editor window. Right click to edit URL. Holding Control will start in spectator mode    F8
MainToolBar_PlayInEditorStop_ToolTip=Stop the current Play-in-Editor world.
ToolTip_43=Toggle Brush Polygons
ToolTip_44=Build Geometry for Visible Levels
ToolTip_45=Build Lighting | Ctrl+Shift+;
ToolTip_46=Build Paths (right-click for partial build)
ToolTip_47=Build Cover Nodes
ToolTip_48=Build All
ToolTip_LightingQuality=Lighting Quality Setting (right-click to set)
ToolTip_49=Where to propagate changes to that you make in the editor
ToolTip_50=Play this level in an editor window. Right click to edit URL. Holding Control will start in spectator mode.
ToolTip_50_F=Start this level on `~. Right click to edit URL. Holding Control will start in spectator mode. Holding Shift will launch via Unreal Frontend.
ToolTip_50_FP=Start this level on `~. Right click to edit URL. Holding Control will start in spectator mode.
ToolTip_PlayOnMobilePreviewerSettings=Edit mobile previewer settings
ToolTip_InstallOnIOSDevice=Install on iOS device
ToolTip_InstallOnIOSDevice_ToolBar=Install on iOS device.  Right click to edit settings.
ToolTip_SelectPreviewMesh=Select Preview Mesh
ToolTip_CleanUnusedExpressions=Clean Unused Expressions
ToolTip_UseSelectedStaticMeshInGB=Use Selected StaticMesh in Generic Browser
ToolTip_RealtimeMaterialPreview=Toggle Real Time Material Viewport
ToolTip_RealtimeMaterialExpressions=Toggle Real Time Expression Viewport
ToolTip_RealtimeExpressionPreview=Toggle Expression Real Time Preview
ToolTip_MaterialEditorApply=Apply changes to original material and its use in the world.
ToolTip_MaterialEditorApplyInstances=Applying changes to material instances.
ToolTip_MaterialEditorFlatten=Flatten the material to a texture for mobile devices
ToolTip_MaterialEditorToggleStats=Toggle Material Statistics
ToolTip_MaterialEditorViewSource=View Source
ToolTip_51=Show Background?
ToolTip_52=Plane
ToolTip_53=Cylinder
ToolTip_54=Cube
ToolTip_55=Sphere
ToolTip_MaterialEditor_Toolbar_Plane=Plane
ToolTip_56=Home
LevelViewportToolBar_RealTime=Real Time | Ctrl+R
ToolTip_58=Viewport Type
ToolTip_59=Scene View Mode
ToolTip_61=Group By Class
ToolTip_62=Sphere Primitive
ToolTip_63=Cube Primitive
ToolTip_64=Cylinder Primitive
ToolTip_65=Plane Primitive
ToolTip_66=Search By Name
ToolTip_67=Toggle Modifier Window
ToolTip_UVOverlay=Show UV Overlay
ToolTip_69=Show Wireframe
ToolTip_70=Show Bounds
ToolTip_71=Show Collision
ToolTip_72=Lock Camera
ToolTip_73=Save Thumbnail Angle
ToolTip_74=Open shape
ToolTip_75=Save shape
ToolTip_76=Import file into an empty map
ToolTip_77=Merge the imported file with the currently loaded map
ToolTip_78=Export everything in the map
ToolTip_79=Export only the selected items
ToolTip_80=Create a new map
ToolTip_81=Open an existing map
ToolTip_82=Save current level
ToolTip_83=Save the map with a new name
ToolTip_84=Save all packages
ToolTip_SaveDlg=Opens a dialog with save options for packages and levels.
ToolTip_ForceSaveAll=Force save all maps, regardless of their dirty state.
ToolTip_SaveAllWritable=Saves all writable packages.  Will not prompt for checkout. Does not save new packages that are not on disk.
ToolTip_85=Exits the editor
ToolTip_86=Undo the last action
ToolTip_87=Redo the previously undone action
ToolTip_88=Toggle display/use of the widget
ToolTip_89=Use the translation widget
ToolTip_90=Use the rotation widget
ToolTip_91=Use the scaling widget
MainMenu_FindActors_Desc=Search for actors in the scene
ToolTip_93=Cut out the selection and put it into the clipboard
ToolTip_94=Copy the selection and put it into the clipboard
ToolTip_95=Paste data in the clipboard into the map
ToolTip_96=Duplicate the selection
ToolTip_97=Delete the selection
ToolTip_98=Deselect everything
ToolTip_99=Select everything
ToolTip_SelectByProperty=Select by property
ToolTip_SelectPostProcessVolume=Selects the post-process volume currently affecting the perspective viewport
ToolTip_100=Invert the current selection
ToolTip_101=Show the actor classes browser
ToolTip_102=Show the group browser
ToolTip_103=Show the layer browser
ToolTip_105=Show the log browser
ToolTip_106=Show the generic browser
ToolTip_107=Show UnrealKismet
MainMenu_OpenMatinee_Desc=Open UnrealMatinee
ToolTip_108=Switch to the '`~' viewport configuration
ToolTip_109=Shows the actor properties window
ToolTip_110=Shows the surface properties window
ToolTip_111=Shows the world properties window
LightingResultsToolTip=Shows the results of the last lighting build
LightingTimingsToolTip=Shows the timings of the last lighting build
LightingBuildInfoToolTip=Shows the timings and unmapped texels of the last lighting build
LightingStaticMeshInfoToolTip=Shows the lighting information for StaticMeshes
LightMapDensityRenderingOptionsToolTip=Shows the LightMap Density Rendering view mode options
LightMapRatioAdjustToolTip=Shows the LightMap Resolution Adjustment window
LightingToolsTip=Shows the Lighting Tools window
ToolTip_112=Toggle builder brush marker polys
ToolTip_113=Toggle fullscreen mode
ToolTip_114=Add to BSP
ToolTip_115=Subtract from BSP
ToolTip_116=Intersect with BSP
ToolTip_117=Deintersect from BSP
ToolTip_118=Add a mover
ToolTip_120=Add a special brush
ToolTip_121=Import a brush
ToolTip_122=Export builder brush
ToolTip_123=Rebuild geometry
ToolTip_124=Rebuild lighting
ToolTip_125=Rebuild AI pathing
ToolTip_126=Rebuild Cover
ToolTip_127=Rebuild everything
ToolTip_128=Play this level in an editor window. Holding Control will start in spectator mode.
ToolTip_129=Start this level on `~. Holding Control will start in spectator mode.
ToolTip_130=Play Level
ToolTip_131=2D Shape Editing Tool
ToolTip_132=Add A New Terrain
ToolTip_133=Check map for errors
ToolTip_134=Play this level in the active viewport. Holding Control will start in spectator mode.
LevelViewportContext_PlayLevelMenu=Play Level
LevelViewportContext_PlayFromHere_Desc=Play at this location in an editor window. Holding Control will start in spectator mode.
LevelViewportContext_PlayOn_Desc=Play at the current location on `~. Holding Control will start in spectator mode.
LevelViewportContext_PlayFromHere=Play from Here
LevelViewportContext_PlayFromHere_VisibleOnly=Play from Here (visible levels)
LevelViewportContext_PlayFromHereInViewport=Play from Here in Viewport
LevelViewportContext_PlayFromHereInViewport_VisibleOnly=Play from Here in Viewport (visible levels)
LevelViewportContext_PlayFromHereInViewport_Desc=Play at this location in this editor viewport. Holding Control will start in spectator mode.
LevelViewportContext_ForcePlayFromHere=Force Play From Here (no startup kismet)
LevelViewportContext_ForcePlayFromHere_Desc=Check if we want to force PIE to start in exact place, suppressing kismet. It forces all levels to be streamed in, skips all level begin events and sets all matinees to be skipable.
LevelViewportContext_Bookmarks=Bookmarks
LevelViewportContext_SetBookmark=Set Bookmark
LevelViewportContext_JumpToBookmark=Jump To Bookmark
LevelViewportContext_JumpToRestoreBookmark=Jump To Bookmark (Restore)
LevelViewportContext_SetBookmarkNum=`~\tCtrl+`~
LevelViewportContext_JumpToBookmarkNum=`~
LevelViewportContext_JumpToRestoreBookmarkNum=`~
ToolTip_Bookmarks=Set or Jump to different locations of the viewport
ToolTip_SetBookmark=Bookmarks the current location of the viewport
ToolTip_JumpToBookmark=Jumps to a previously bookmarked viewport location
ToolTip_JumpToRestoreBookmark=Also restores the levels visible at the time
ToolTip_138=Toggle the use of the drag grid
ToolTip_139=Toggle the use of the rotation grid
ToolTip_140=Create a new layer
ToolTip_141=Rename the selected layer
ToolTip_142=Delete the selected layer
ToolTip_143=Add all selected actors to selected layers
ToolTip_144=Delete selected actors from selected layers
ToolTip_145=Select all the actors belonging to this layers
ToolTip_146=Deselect all the actors belonging to this layers
ToolTip_147=Refresh the window
ToolTip_148=Rebuild AI Pathing (for selected paths)
ToolTip_149=Rebuild Everything (but only selected paths)
ToolTip_CreateNewLayer=Create a new layer
ToolTip_DeleteCurrentLayer=Delete current layer
ToolTip_AddSelActorsToLayer=Add selected actors to this layer
ToolTip_RemSelActorsFromLayer=Remove selected actors from this layer
ToolTip_SelLayerActors=Select the actors inside of this layer
ToolTip_153=Delete expression
ToolTip_154=Create a new shape
ToolTip_155=Open an existing shape
ToolTip_156=Save the shape
ToolTip_157=Save the shape with a new name
ToolTip_158=Paste data in the clipboard into the map at the clicked location
ToolTip_159=Lock Selected Actors to Camera
ToolTip_ShowLevelBrowser=Show the level browser
ToolTip_PushViewStart=Start sending Perspective position to Object Propagation target.
ToolTip_PushViewStop=Stop sending Perspective position to Object Propagation target.
ToolTip_PushViewSync=Set the remote player position to the current viewpoint.
ToolTip_LevelStreamingVolumePrevis=Level Streaming Volume Previs
ToolTip_PostProcessVolumePrevis=Post-process Volume Previs
TollTip_SquintMode=Toggle 'Squint Mode'
ToolTip_ViewportLocked=Lock Viewport
ToolTip_DrawScale=DrawScale
ToolTip_DrawScale3DX=DrawScale3D X
ToolTip_DrawScale3DY=DrawScale3D Y
ToolTip_DrawScale3DZ=DrawScale3D Z
ToolTip_UsageFilter=In Use Only
ToolTip_MouseLock=Selection Mode | Objects cannot be translated, rotated or scaled in this mode.
ToolTip_ShowMaterialParams=Show all material parameters.
ToolTip_CameraSpeedSetting=Camera Movement Speed (Left-click to cycle, right-click for menu)
ToolTip_ViewportTypeSetting=Viewport Type (Left-click to cycle, right-click for menu)
ViewportToolbar_TearOffNewFloatingViewport=Tear Off Floating Copy
ViewportOptionsMenu_AllowMatineePreview=UnrealMatinee Preview
ViewportOptionsMenu_UnlitMovement=Unlit Movement
ToolTip_SaveLevel=Save Level
ToolTip_OpenKismetForThisLevel=Open this level's UnrealKismet
ToolTip_PickColorForThisLevel=Pick color for this level
MainMenu_DistributionToggle=Use Curves for Distributions
ToolTip_DistributionToggle=Select to make Distributions use the curves, not the baked lookup tables.
MainMenu_MatQualityToggle=Use low quality materials
ToolTip_MatQualityToggle=Select to use low quality materials (for materials that have a Quality Switch expression)
MainMenu_ToggleSocketSnapping=Enable Socket Snapping
MainMenu_ShowSocketNames=Show Socket Names
ToolTip_ToggleSocketSnapping=Enable/disable socket snapping
ToolTip_ShowSocketNames=Show/hide socket names
MainMenu_PSysLODRealtimeToggle=Enable Particle System LOD
ToolTip_PSysLODRealtimeToggle=Select to have ParticleSystem use distance LOD in the perspective viewport.
MainMenu_PsysHelperToggle=Enable ParticleSystem Helpers
ToolTip_PsysHelperToggle=Select to have ParticleSystem helpers draw in the viewports.
ToolTip_160=Publish the loaded map by cooking (creates faster loading content, but is slower to publish)
ToolTip_161=Publish the loaded map by copying (creates slower loading content, but is faster to publish)
ToolTip_162=Create a new project
ToolTip_PerViewGroups=Toggle group visibility for this view only
MainMenu_ToggleLODLocking=LOD View Locking
ToolTip_ToggleLODLocking=Toggle LOD Locking (same-type viewports share camera location, ortho views use perspective LOD parenting distances)
MainMenu_ToggleQuickProcBuilding=Enable Quick ProcBuilding Mode
ToolTip_ToggleQuickProcBuilding=Toggles quick ProcBuilding mode
MainMenu_UseStrictBoxSelection=Use Strict Box Selection in Ortho Viewports
MainMenu_UseStrictBoxSelection_Desc=When enabled, an object must be entirely encompassed by the selection box to be selected.
MainMenu_PromptSCCOnPackageModification=Prompt for Checkout on Package Modification
MainMenu_PromptSCCOnPackageModification_Desc=When enabled, any time a package under source control is modified, a prompt will appear asking to check it out.
MainMenu_AlwaysRemapKeysToFlightCamera=Use WASD for Camera Controls
MainMenu_AlwaysRemapKeysToFlightCamera_Desc=When enabled, the WASD keys will be used to pilot the perspective camera around.  Additionaly, the Z and C keys may be used to zoom in and out, and the Q and E keys will move the camera up and down.
MainMenu_RemapKeysToFlightCameraWithRMB=Use WASD Only When Right Mouse Button is Held
MainMenu_RemapKeysToFlightCameraWithRMB_Desc=When enabled, WASD camera controls will only be active while the right mouse button is held down
MainMenu_NeverRemapKeysToFlightCamera=Never Use WASD for Camera Controls
MainMenu_NeverRemapKeysToFlightCamera_Desc=Disables WASD camera controls, freeing up those buttons for other uses
MainMenu_Preferences_FlightCameraOptions=Flight Camera Controls
NULLDecalActor=`~ : Decal actor has NULL Decal property - please delete!
VolumeActorNULLCollisionComponent=`~ : Volume actor has NULL collision component - please delete!
VolumeActorZeroRadius=`~ : Volume actor has a collision component with 0 radius - please delete!
NotOverlappingDecalActor=`~ : Decal actor does not have any overlapping actors
MainMenu_LinkedOrthographicViewports=Link Orthographic Viewport Movement
MainMenu_LinkedOrthographicViewports_ToolTip=If checked all orthographic viewports are linked to the same position and move together.
AnimationCompression=Animation Compression
AnimationCompressionSettings=Animation Compression Settings
CompressionAlgorithms=Compression Algorithms
AltBoneWeightingMenu=Alt. Bone Weighting
ApplyToSet=Apply To Set
ApplyToSequence=Apply To Sequence
AboutToCompressAnimations_F=About to compress `~ animations.  Proceed?
Multiple=Multiple
NewF=New `~
GBSelectedTotalF=`~ Selected, `~ Total
Docking=Docking
Docked=Docked
Floating=Floating
CloneBrowser=Clone Browser
RemoveBrowser=Remove Browser
Importing=Importing
Importingf=Importing (`~ of `~)
Exporting=Exporting
Exportingf=Exporting (`~ of `~)
Deleting=Deleting
Deletingf=Deleting (`~ of `~)
Unloading=Unloading
Unloadingf=Unloading `~...
UnloadDirtyPackagesList=The following packages have been modified and cannot be unloaded:
UnloadDirtyPackagesSave=Saving these packages will allow them to be unloaded.
CannotDeleteSpecialActor=Cannot delete special actor `~
CannotOpenPIEMapsForEditing=Cannot open "Play in Editor" maps for editing
PSysRealTime=PSys Real-time Thumbs
Archetype_Create=Create Archetype...
Archetype_Update=Update Archetype from this instance
Prefab_Create=Create Prefab...
Prefab_SelectActors=Select All Actors In Prefab(s)
Prefab_ToNormalActors=Convert PrefabInstance To Normal Actors
Prefab_ReplaceCurrentActors=Would you like to replace these Actors with an instance of the new Prefab?
Prefab_DeletePrefabMembersPrompt="PrefabInstance '`~' is being deleted.  Should all actors contained in this prefab be removed as well?"
Prefab_MustHaveSameOutermost=All objects must have same Outermost (Package). Prefab operation failed.
Prefab_UpdateFromInstance=Update Prefab '`~' From This Instance
Prefab_ResetFromPrefab=Reset Instance From Prefab '`~'
Prefab_FoundSeq=Found UnrealKismet Sequence '`~' for this Prefab. Is this correct?\n\nYes: Make Sequence '`~' part of prefab.\nNo: Don't add any Sequence to the Prefab.\nCancel: Abandon prefab creation.
Prefab_FoundSeqYesNo=Found UnrealKismet Sequence '`~' for this Prefab. Is this correct?\n\nYes: Add Sequence '`~' to prefab.\nNo: Don't add any Sequence to the Prefab.
AddPrefabF=Add Prefab: `~
Prefab_OldPrefabInstancesUpdated=Instances of the following Prefabs were updated in the loaded map:\n\n`~
Prefab_MissingArchetypes="The archetype for '`~' couldn't be loaded - removing member from PrefabInstance `~"
Prefab_ResetInvalidPrefab="Some prefabs could not be loaded correctly and were reset.  See the log for details"
Prefab_MissingSourcePrefabs="The source Prefabs for some PrefabInstances could not be loaded so they were removed from the map:\\n\\n`~"
Prefab_OpenInstanceSequence=Open Sequence For PrefabInstance In UnrealKismet
Prefab_SequenceRefsOutsidePrefab=Sequence '`~' contains references to objects outside the Prefab:\n\n
Prefab_UpdatePrefabAreYouSure=Are You Sure You Want To Update Prefab '`~'?
Prefab_ResetPrefabAreYouSure=Are You Sure You Want To Reset This Instance?
Prefab_UndoTag_ResetPrefab="Reset PrefabInstance"
Prefab_UndoTag_UpdatePrefab=Update Prefab
Prefab_UndoTag_AddPrefab=Add Prefab
Group_Selection=Group
Group_SelectionTopLevelMenu=Group Actors\tCtrl+G
Group_Regroup=Regroup\tCtrl+G
Group_Ungroup=Ungroup\tShift+G
Group_Unlock=Unlock Groups
Group_Lock=Lock Groups
Group_Add=Add Actors to Group
Group_Remove=Remove from Group
Group_Create=Create Group
Group_Disband=Disband Group
Group_CantCreateGroupMultipleLevels=Can't group the selected actors because they are in different levels.
Group_ContainsProxyUngroup=One or more of the groups that are being ungrouped contains a proxy.\nDo you want to revert the proxy from group `~ back to it's component meshes?
Group_ContainsProxyRemove=One or more of the actors that are being removed is a proxy.\nDo you want to revert proxy `~ back to it's component meshes?
Group_ContainsProxyDelete=One or more of the actors that are being deleted is a proxy.\nDo you want to revert proxy `~ back to it's component meshes?
Group_ContainsMultipleProxies=Multiple proxies are present in the current selection.\nGrouping them will force a remerge of them based on current proxy dialog settings.\nAre you sure?
Group_ProxiesUnsupported1=One or more of the actors loaded are an unsupported proxy.\nSaving will prevent the proxy from being reverted, see log for details.
Group_ProxiesUnsupported2=One or more of the actors loaded are an unsupported proxy.\nThey have been reverted back to their base meshes, see log for details.
NamesCantBeingWithUnderscore=Name properties can't begin with an underscore.  Trimming leading underscores.
NamesCantBeingWithSpace=Name properties can't contain spaces.  Trimming leading spaces.
MultiplePropertyValues=<multiple values>
PersistentLevel=Persistent Level
ExpandAll=Expand all
CollapseAll=Collapse all
Wire=Wire
ToolTip_ShowTerrainBrowser=Show Terrain Layer Browser
TerrainMaterialResource_NoMaterials=Empty resource (no materials).
TerrainMaterialResource_InvalidMaterial=***INVALID MATERIAL***
TerrainEdit_Title=Unreal TerrainEdit
TerrainEdit_CurrentSizer=Currently Editing
TerrainEdit_CurrentTerrainLabel=Terrain:
TerrainEdit_CurrentLayerLabel=Layer:
TerrainEdit_ToolSizer=Tool
TerrainEdit_ActiveToolLabel=Active Tool:
TerrainEdit_SettingSizer=Settings
TerrainEdit_SettingsPerTool=Per Tool?
TerrainEdit_ColorLabel=Edit Color:
TerrainEdit_SettingsSoftSelect=SoftSelect
TerrainEdit_SettingsConstrained=Constrained
TerrainEdit_ToolScaleLabel=Scale:
TerrainEdit_StrengthLabel=Strength:
TerrainEdit_RadiusLabel=Radius:
TerrainEdit_FalloffLabel=Falloff:
TerrainEdit_ToolMirrorLabel=Mirror:
TerrainEdit_BrushSizer=Brushes
TerrainEdit_ImportExportSizer=Import/Export
TerrainEdit_ImportButton=Import
TerrainEdit_ExportButton=Export
TerrainEdit_CreateButton=Create
TerrainEdit_HeightmapClassLabel=Class
TerrainEdit_HeightMapOnly=Height Map Only?
TerrainEdit_RetainCurrentTerrain=Into Current?
TerrainEdit_BakeDisplacementMap=Bake DisplacementMap?
TerrainViewSettingsPropertiesLabel=Properties
TerrainViewSettingsHideLabel=Hide
TerrainViewSettingsViewLabel=View
TerrainViewSettingsHide_ToolTip=Hide
TerrainViewSettingsLockLabel=Lock
TerrainViewSettingsLock_ToolTip=Lock
TerrainViewSettingsWireLabel=Toggle Wireframe on/off
TerrainViewSettingsWire_ToolTip=Toggle Wireframe on/off
TerrainViewSettingsSolidLabel=Solid
TerrainViewSettingsSolid_ToolTip=Solid
TerrainTessellationIncrease=Increase
TerrainTessellationDecrease=Decrease
TerrainLayerRetainAlpha=Retain Alpha?
TerrainEdit_CreatePackage=`~ does not exist.\nCreate it?
TerrainEdit_FailedCreatePackage=Failed to create package - see log for details.
TerrainEdit_NoTerrainSelected=No terrain selected.
TerrainEdit_ConfirmIncrease=Tessellation increase adds vertices.\nAre you sure?\n(Check the log for terrain materials\nthat will require rescaling)
TerrainEdit_ConfirmDecrease=Tessellation decrease removes detail.\nAre you sure?\n(Check the log for terrain materials\nthat will require rescaling)
TerrainEdit_CannotDecrease_AtMTLOne=Cannot decrease tessellation level below 1.
TerrainEdit_CannotDecrease_MTLPrevent=Cannot decrease num patches below MaxTessellationLevel.
TerrainEdit_Tooltip_AddRemoveSectors=Add/Remove Sectors
TerrainEdit_Tooltip_AddRemovePolys=Add/Remove Polys
TerrainEdit_Tooltip_Paint=Paint
TerrainEdit_Tooltip_PaintVertex=Paint Vertex
TerrainEdit_Tooltip_ManualEdit=Manual Edit
TerrainEdit_Tooltip_Flatten=Flatten
TerrainEdit_Tooltip_FlattenSpecific=Flatten Specific
TerrainEdit_Tooltip_Smooth=Smooth
TerrainEdit_Tooltip_Average=Average
TerrainEdit_Tooltip_Noise=Noise
TerrainEdit_Tooltip_Visibility=Visibility
TerrainEdit_Tooltip_TexturePan=Texture Pan
TerrainEdit_Tooltip_TextureRotate=Texture Rotate
TerrainEdit_Tooltip_TextureScale=Texture Scale
TerrainEdit_Tooltip_VertexLock=Vertex Lock
TerrainEdit_Tooltip_MarkUnreachable=Mark Unreachable
TerrainEdit_Tooltip_Custom=Custom
TerrainEdit_Tooltip_Orientation=Orientation Flip
TerrainEdit_Tooltip_Solid1=Hard1
TerrainEdit_Tooltip_Solid2=Hard2
TerrainEdit_Tooltip_Solid3=Hard3
TerrainEdit_Tooltip_Solid4=Hard4
TerrainEdit_Tooltip_Solid5=Hard5
TerrainEdit_Tooltip_Noisy1=Soft1
TerrainEdit_Tooltip_Noisy2=Soft2
TerrainEdit_Tooltip_Noisy3=Soft3
TerrainEdit_Tooltip_Noisy4=Soft4
TerrainEdit_Tooltip_Noisy5=Soft5
TerrainProp_Tooltip_Hide=Hide
TerrainProp_Tooltip_Lock=Lock
TerrainProp_Tooltip_UseSelected=Use Selected
TerrainProp_Tooltip_SavePreset=Save Preset
TerrainProp_Tooltip_AddLayer=Add Layer
TerrainProp_Tooltip_AddMaterial=Add Material
TerrainProp_Tooltip_AddDecoLayer=Add DecoLayer
TerrainProp_Tooltip_AddDecoration=Add Decoration
TerrainProp_Tooltip_DeleteSelected=Delete Selected
TerrainEdit_Tooltip_SplitX=Split X
TerrainEdit_Tooltip_SplitY=Split Y
TerrainEdit_Tooltip_Merge=Merge
TerrainEdit_FlattenAngle=Angle
TerrainEdit_FlattenHeight=Height
TerrainBrowser_AddLayer=AddLayer
TerrainBrowser_AddMaterial=AddMaterial
TerrainBrowser_AddDecoLayer=AddDecoLayer
TerrainBrowser_AddDecoration=AddDecoration
TerrainBrowser_NoLayerSetup=Layer has no setup
TerrainBrowser_NoLayerSelected=Layer not selected
TerrainBrowser_NoSelection=Nothing selected
TerrainBrowser_NoTerrainMaterial=No terrain material set
TerrainBrowser_NoTerrainMaterialSelected=Terrain material not selected
TerrainBrowser_NoDecLayerSelected=No DecoLayer selceted
TerrainBrowser_ConfirmDeletion=Delete `~?
TerrainBrowser_ConfirmRecache=Recache terrain shaders?
TerrainBrowser_InvalidTerrainMaterial=Invalid Terrain Material (NULL?)
TerrainBrowser_WireframeColor=Wireframe Color
TerrainBrowser_Rename=Rename
TerrainBrowser_ChangeColor=Change Color
TerrainBrowser_CreateNew=Create New
TerrainBrowser_Delete=Delete
TerrainBrowser_CreateNewLayer=New Terrain Setup Layer `~
TerrainBrowser_CreateNewMaterial=New Terrain Material `~
TerrainBrowser_CreateNewDecoLayer=New DecoLayer `~
TerrainBrowser_CreateNewDecoration=New Decoration `~
TerrainBrowser_CreateBefore= before this item
TerrainBrowser_CreateAfter= after this item
TerrainBrowser_CreateAutomatically= (auto-create)
TerrainBrowser_CreateAutomaticallyFromMat= from material (auto-create)
TerrainBrowser_CreateAutomaticallyFromMatSelectPackage= from material (select package)
TerrainBrowser_UseSelected_ToolTip=Use the item currently selected in the Generic Browser
TerrainBrowser_MoveLayerUp_ToolTip=Move the selected layer up
TerrainBrowser_MoveLayerDown_ToolTip=Move the selected layer down
TerrainBrowser_RecacheMaterials_ToolTip=Recache Terrain Materials
TerrainBrowser_AddSelectedLayer=Add Selected Layer `~
TerrainBrowser_AddSelectedMaterial=Add Selected Material `~
TerrainBrowser_AddSelectedDisplacement=Add Selected Displacement `~
TerrainBrowser_AddSelectedDecoration=Add Selected Decoration `~
TerrainEditor_ERROR_ShiftHeighMap=Height map can not be shifted.
RenameNoCreateRedirect=Do not create an object redirect. (This can break references to this object!)
PrimitiveStatsBrowser_CombinedStats=Combined Total
PrimitiveStatsBrowser_Type=Type
PrimitiveStatsBrowser_Name=Name
PrimitiveStatsBrowser_Count=Count
PrimitiveStatsBrowser_Triangles=Triangles
PrimitiveStatsBrowser_InstTriangles=Inst. Triangles
PrimitiveStatsBrowser_ResourceSize=Resource Size (KByte)
PrimitiveStatsBrowser_Sections=Sections
PrimitiveStatsBrowser_RadiusMin=Radius (min)
PrimitiveStatsBrowser_RadiusMax=Radius (max)
PrimitiveStatsBrowser_RadiusAvg=Radius (avg)
PrimitiveStatsBrowser_LightsLM=Lights (avg LM)
PrimitiveStatsBrowser_LightsOther=Lights (avg other)
PrimitiveStatsBrowser_LightsTotal=Lights (avg total)
PrimitiveStatsBrowser_ObjLightCost=Obj/Light cost
PrimitiveStatsBrowser_LightMapData=Lightmap (KByte)
PrimitiveStatsBrowser_ShadowMapData=Shadowmap (KByte)
PrimitiveStatsBrowser_LMSMResolution=LM Res
PrimitiveStatsBroswer_ItemActivated=Item Activated
PrimitiveStatsBrowser_VertexColorMem=Vertex Colors (KByte)
PrimitiveStatsBrowser_InstVertexColorMem=Inst Vertex Colors( KByte)
BuildingStatsBrowser_Name=Name
BuildingStatsBrowser_Ruleset=Ruleset
BuildingStatsBrowser_NumStaticMeshComps=StaticMeshComps
BuildingStatsBrowser_NumInstancedStaticMeshComps=InstancedStaticMeshComps
BuildingStatsBrowser_NumInstancedTris=InstancedTris
BuildingStatsBrowser_LightmapMemBytes=LightmapMem
BuildingStatsBrowser_ShadowmapMemBytes=ShadowmapMem
BuildingStatsBrowser_LODDiffuseMemBytes=LODDiffuseMemBytes
BuildingStatsBrowser_LODLightingMemBytes=LODLightingMemBytes
BuildingStatsBrowser_CombinedStats=Combined Total
BuildingStatsBrowser_ItemActivated=Item Activated
TextureStatsBrowser_Name="Name                                                       "
TextureStatsBrowser_Path="Path                                        "
TextureStatsBrowser_TexType="Type            "
TextureStatsBrowser_Desc="Max Dimension"
TextureStatsBrowser_Format="Format               "
TextureStatsBrowser_Group="Group                         "
TextureStatsBrowser_Packages=Packages
TextureStatsBrowser_CurrentKB="Current KB      "
TextureStatsBrowser_FullyLoadedKB=Fully Loaded KB
TextureStatsBrowser_HighResMipsKB=HighRes Mips KB
TextureStatsBrowser_LowResMipsKB=LowRes Mips KB
TextureStatsBrowser_KB=KB
TextureStatsBrowser_LastTimeRendered=Last Seen(sec)
TextureStatsBrowser_NumUses="Uses  "
TextureStatsBrowser_ImportCookerData=Import Cooker Data
TextureStatsBrowser_ItemActivated=Item Activated
TextureStatsBrowser_CombinedStats=Combined (Current / Fully Loaded):
TextureStatsBrowser_RightClick_SyncToActors=Find Actors using this texture
TextureStatsBrowser_RightClick_SyncToMaterials=Find Materials using this texture in the Content Browser
TextureStatsBrowser_InvertSelection=Invert Selection
TextureStatsBrowser_HideSelection=Hide Selection
TextureStatsBrowser_UnhideAll=Unhide All
TextureStatsBrowser_ModeSelectedActors=Selected Actor(s)
TextureStatsBrowser_ModeSelectedMaterials=Selected Material(s)
TextureStatsBrowser_ModeCurrentLevel=Current Streaming Level
TextureStatsBrowser_ModeAllLevels=All Streaming Levels
TextureStatsBrowser_ModeCookerStatistics=Cooker Statistics
TextureStatsBrowser_ModeRemoteCapture=Remote Capture
TextureStatsBrowser_TextureListModeLabel=Texture Listing Mode
TextureStatsBrowser_LODBias=LODBias
TextureStatsBrowser_Export=Export...
TextureStatsBrowser_CurrentDim=Current Dimension
TextureStatsBrowser_ConsoleMenu=Console
CO_CaptureOptions=Capture Options
CO_CaptureType = CaptureType
CO_AVI=AVI
CO_ScreenShots=Screen Shots
CO_CloseEditor=Close the editor when the capture starts
CaptureResolution=Capture Resolution:
CO_Name=Name:
CO_FPS=FPS:
CO_Compress=Compress Capture
CO_CinematicModeTitle=Cinematic Mode
CO_CinematicMode=Turn on Cinematic Mode
CO_CinematicModeSettings=Cinematic Mode Settings
CO_CinematicModeDisableMovement=Disable Movement
CO_CinematicModeDisableTurning=Disable Turning
CO_CinematicModeHidePlayer=Hide Player
CO_CinematicModeDisableInput=Disable Input
CO_CinematicModeHideHud=Hide HUD
LBO_LightingBuildOptions=Lighting Build Options
LBO_BuildBSP=Build BSP
LBO_BuildStaticMeshes=Build Static Meshes
LBO_BuildOnlySelected=Build Only Selected
LBO_BuildOnlyCurrentLevel=Build Only Current Level
LBO_BuildOnlyChangedLighting=Build Only Changed Lighting
LBO_BuildOnlySelectedLevels=Build Only Levels Selected in the Level Browser
LBO_BuildOnlyVisibility=Build Only Visibility
LBO_BuildOnlyVisibleLevels=Build Only Visible Levels
LBO_FullQualityBuild=Perform full quality build
LBO_CantFindLevelBrowser=Can't find Level Browser, lighting build aborted.
SNAP_AngleSnapType=Angle Snap Type
MainMenu_SnapAngleType_ToolTip=Change the Snap Angle type
SNAP_AngleSnapType_Angle=Angle (Degrees)
SNAP_AngleSnapType_Per90=Number of Snaps per 90 Degrees
SNAP_AngleSnapType_Per360=Number of Snaps per 360 Degrees
SNAP_Angle_512=2.81 degrees
SNAP_Angle_1024=5.63 degrees
SNAP_Angle_2048=11.25 degrees
SNAP_Angle_4096=22.5 degrees
SNAP_Angle_8192=45 degrees
SNAP_Angle_16384=90 degrees
SNAP_Per90_512=32 snaps per 90 degrees
SNAP_Per90_1024=16 snaps per 90 degrees
SNAP_Per90_2048=8 snaps per 90 degrees
SNAP_Per90_4096=4 snaps per 90 degrees
SNAP_Per90_8192=2 snaps per 90 degrees
SNAP_Per90_16384=1 snap per 90 degrees
SNAP_Per360_512=128 snaps per 360 degrees
SNAP_Per360_1024=64 snaps per 360 degrees
SNAP_Per360_2048=32 snaps per 360 degrees
SNAP_Per360_4096=16 snaps per 360 degrees
SNAP_Per360_8192=8 snaps per 360 degrees
SNAP_Per360_16384=4 snaps per 360 degrees
BuildFailed_VisibilityOnlyButVisibilityDisabled='Build Only Visibility' option was enabled but precomputed visibility is disabled!  Aborting build.
CurveEdPreset_CurveName=Curve
CurveEdPreset_X_Red_X-Max=X/Red/X-Max
CurveEdPreset_Y_Green_Y-Max=Y/Green/Y-Max
CurveEdPreset_Z_Blue_Z-Max=Z/Blue/Z-Max
CurveEdPreset_X2_Red2_X-Min=X2/Red2/X-Min
CurveEdPreset_Y2_Green2_Y-Min=Y2/Green2/Y-Min
CurveEdPreset_Z2_Blue2_Z-Min=Z2/Blue2/Z-Min
CurveEdPreset_NumSamples=# Samples
CurveEdPreset_StartValue=Start Value
CurveEdPreset_EndValue=End Value
CurveEdPreset_HighValue=High Value
CurveEdPreset_LowValue=Low Value
CurveEdPreset_Scale=Scale
CurveEdPreset_Frequency=Frequency
CurveEdPreset_InvalidSetting=Invalid setting on preset for\n`~
ConvexDecomposition=Convex Decomposition
Depth=Depth
MaxHullVerts=Max Hull Verts
AllowSplits=Allow Splits
ObjectEditor_MouseDelta_MoveF=Move Delta: (X: `.2~, Y: `.2~)
ObjectEditor_MouseDelta_SizeF=Size Delta: (X: `.2~, Y: `.2~)
ObjectEditor_MouseDelta_RotationF=Rotation Delta: `.2~`~
Error_WorldGeometryMustBlock=World geometry Actors such as `~ must block other actors or have no collision at all.
Error_CouldNotCreateActor_NoSpeedTree=No SpeedTree was specified.
FactoryImport_Error_InvalidFormat=Factory import failed due to invalid format: `~
FactoryImport_Error_UnableToLoadFile=Factory import failed due to inability to load file `~
SpeedTreeEditor=SpeedTree Editor
Bold="Bold"
Italic="Italic"
Underline="Underline"
Shadow="Shadow"
Strikethrough="Strikethrough"
Terrain_Error_NormalMapLayer=Terrain NormalMapLayer index `2~ outside of Layers count `2~ for terrain `~
Terrain_Error_MissingShaderMap=TERRAIN MATERIAL: Missing shader map - `~
Terrain_Error_InvalidMaterialIndex=Terrain: Invalid MaterialIndex `2~ - `~!
Terrain_Error_MaterialTextureCount=TERRAIN MATERIAL: Total Texture Count = `2~ on `~
Terrain_Error_MaterialParameterName=TERRAIN MATERIAL: Texture parameter name duplication -
PSysComp_Error_BadActorRef=PSysComp has a potentially bad parameter actor reference (not replicated?) at index `~ (`~)
PSysComp_Error_EmptyActorRef=PSysComp has an empty parameter actor reference at index `~ (`~)
PSysComp_Error_EmptyMaterialRef=PSysComp has an empty parameter material reference at index `~ (`~)
OpenSentinel=Open Sentinel
Sentinel=Sentinel
TaskType=Task Type
Changelist=Changelist
StatGroup=Stat Group
StatName=Stat Name
StatDrawSize=Draw Size
Platform=Platform
UsePresetColors=Use Preset Colors
SentinelDatabaseConnectionProblem=Problem Connecting To Stats Database.
SentinelConnectingToDatabase=Sentinel Connecting To Stats Database
StatFilter=Stat Filter
UseGameplayStats=Use Gameplay Stats
ResetUndoBufferForObjectDeletionPrompt=The only reference to this object is the undo history.  In order to delete this object, you must clear all undo history - would you like to clear undo history?
DropTarget_UndoSetActorMaterial=Assign Material (Drag and Drop)
DropTarget_UndoSetBSPMaterial=Assign Material (Drag and Drop)
DropTarget_UndoReplaceActor=Replace Actor With Asset (Drag and Drop)
MainMenu_OpenEditorPreferences=UnrealEd Preferences...
MainMenu_OpenEditorPreferences_ToolTip=Opens a window for configuring various UnrealEd settings and preferences
UnrealEdStartup_GameAssetDatabaseStartupWarnings=Warning:  The editor's asset database encountered a problem while starting up, so some asset tagging and browsing features will be unavailable.  Usually, this is because the asset database SQL server isn't accessible.  Check the log file for details.\n\n(You can use the -NoGADWarning command-line option to suppress this message, or you can switch to "offline mode" by editing your configuration files.  See UDN documentation for more info.)
GameAssetDatabase_JournalServerNotSpecified=Unable to connect to the journal server because the server name was not specified in the configuration file.
GameAssetDatabase_JournalLoginNotSpecified=Unable to connect to the journal server because the login credentials were not specified in the configuration file.
GameAssetDatabase_ErrorConnectingToJournalServer_F=Unable to connect to the journal server (Server: `~, Database: `~).\n\nException details:\n\n`~
GameAssetDatabase_ErrorDisconnectingFromJournalServer_F=Error encountered while disconnecting from the journal server.\n\nException details:\n\n`~
GameAssetDatabase_ErrorExecutingSQLCommand_F=The game asset database encountered an error while trying to execute a SQL server command.\n\nException details:\n\n`~
GameAssetDatabase_NoBranchNameSpecified=A branch name was not specified in the configuration file.  A globally unique name for this branch must be configured in order for the journaling system to function correctly.  This should usually be configured by the administrator of the development branch that you're working with.
GameAssetDatabase_ErrorWritingCheckpointFile_F=Unable to either create the checkpoint file or write data to the file on disk.  Please make sure the file is writable.\n\nCheckpoint file name:  `~\n\nException details:\n\n`~
GameAssetDatabase_ErrorLoadingCheckpointFile_F=Unable to either open the checkpoint file for reading or load it's contents from disk.\n\nCheckpoint file name:  `~\n\nException details:\n\n`~
GameAssetDatabase_CannotWriteToReadOnlyDatabase=The journal server isn't currently available so new tags cannot be added at this time.
GameAssetDatabase_JournalFileNotWritable=Unable to open the journal file for writing.  The file might be read-only on disk, or another application may be using the file.
GameAssetDatabase_InvalidJournalFile=Journal file appears to be corrupt and cannot be loaded.
GameAssetDatabase_CheckPointFile_UnverifiedAssetCleanseRequest=Unreal Editor hasn't updated the game's asset checkpoint file in a while.  Updating the asset database will optimize Content Browser performance and verify assets.  Is now a good time?
GameAssetDatabase_CheckPointFile_UnverifiedAssetCleanseTitle=Asset Database Maintenance
GameAssetDatabase_CheckPointFile_UpdateNow=Check Now
GameAssetDatabase_CheckPointFile_SnoozeUntilNextRun=Next Run
GameAssetDatabase_CheckPointFile_SnoozeOneDay=Wait a Day
GameAssetDatabase_CheckPointFile_SnoozeOneWeek=Wait a Week
GameAssetDatabase_CheckPointFile_VerifyIntegrityProgressBar=Processing
GameAssetDatabase_CheckPointFile_VerifyIntegrityProgressBarDetail=Processing : `~
ObjectContext_EditProperties=Properties...
ObjectContext_CreateSubArchetype=Create Sub-Archetype...
ObjectContext_EditUsingMaterialEditor=Edit Using Material Editor...
ObjectContext_EditUsingMaterialInstanceEditor=Edit Using Material Instance Editor...
ObjectContext_EditUsingTextureViewer=Edit Using Texture Viewer...
ObjectContext_EditUsingStaticMeshEditor=Edit Using Static Mesh Editor...
ObjectContext_EditUsingSpeedTreeEditor=Edit Using Speed Tree Editor...
ObjectContext_EditUsingSoundPreviewer=Edit Using Sound Previewer...
ObjectContext_EditUsingSoundCueEditor=Edit Using Sound Cue Editor...
ObjectContext_EditUsingSoundClassEditor=Edit Using Sound Class Editor...
ObjectContext_EditUsingPhAT=Edit Using Physics Asset Tool...
ObjectContext_EditUsingFaceFXStudio=Edit Using FaceFX Studio...
ObjectContext_EditUsingAnimSetViewer=Edit Using Anim Set Viewer...
ObjectContext_EditUsingLensFlareEditor=Edit Using Lens Flare Editor...
ObjectContext_EditUsingCascade=Edit Using UnrealCascade...
ObjectContext_EditUsingAnimTreeEditor=Edit Using AnimTree Editor...
ObjectContext_EditUsingAITreeEditor=Edit Using AITree Editor...
ObjectContext_EditUsingPostProcessEditor=Edit Using Post-process Editor...
ObjectContext_EditUsingFontEditor=Edit Using Font Editor...
ObjectContext_EditUsingRulesetEditor=Edit Using Facade...
ObjectContext_EditUsingUISkinEditor=Edit Using Skin Editor...
ObjectContext_EditUsingUIEditor=Edit Using UI Editor...
ObjectContext_EditUsingMatinee=Edit Using Matinee...
ObjectContext_ExportLightMapMeshes=Export Light Map Meshes (.OBJ)...
ObjectContext_ImportLightMapMeshes=Import Light Map Meshes (.ASE)...
ObjectContext_ConsolidateObjs=Consolidate...
ObjectContext_Duplicate=Create a Copy...
ObjectContext_Delete=Delete
ObjectContext_ForceDelete=Delete (force)
ObjectContext_FilterSelectedObjectTypes=Show Only `~\t(Alt+DblClick)
ObjectContext_MoveOrRename=Move or Rename...
ObjectContext_MoveOrRenameLoc=Move or Rename (with language variants)...
ObjectContext_SelectActorsUsingThis=Select Level Actors Using this Object
ObjectContext_ShowReferences=List Referenced Objects
ObjectContext_CopyReferencesToClipboard=Copy Full Name to Clipboard
ObjectContext_ShowReferencers=List Objects that Reference this Object
ObjectContext_ExportToFile=Export to File...
ObjectContext_BulkExport=Bulk Export to Folder...
ObjectContext_CreateNewMaterialInstanceConstant=Create New Material Instance (Constant)...
ObjectContext_CreateNewMaterialInstanceTimeVarying=Create New Material Instance (Time Varying)...
ObjectContext_CopyMaterialParametersToClipboard=Copy parameters to clipboard
ObjectContext_RecompileMaterial=Recompile Material
ObjectContext_FindParentMaterial=Find Parent Material in Generic Browser...
ObjectContext_CopyParametersToClipboard=Copy parameters to clipboard.
ObjectContext_CompileForPlatform=Compile material for:
ObjectContext_FindMaterialsUsingFunction=Find loaded Materials using this Function...
ObjectContext_ReimportFont=Reimport Font
ObjectContext_ReimportTexture=Reimport Texture
ObjectContext_ReimportStaticMesh=Reimport Static Mesh
ObjectContext_ReimportSkeletalMesh=Reimport Skeletal Mesh
ObjectContext_ReimportSoundNodeWave=Reimport Sound Node Wave
ObjectContext_ReimportApexAsset=Reimport Apex Asset
ObjectContext_CreateNewMaterial=Create New Material...
ObjectContext_CreateStaticTexture=Create New Static Texture...
ObjectContext_SimplifyMesh=Simplify Mesh...
ObjectContext_ResimplifyMesh=Resimplify Mesh...
ObjectContext_CreateNewAnimSetFromMesh=Create New AnimSet from Mesh...
ObjectContext_ResliceFracturedMeshes=Reslice Fractured Meshes
ObjectContext_PlaySound=Play Sound
ObjectContext_StopSound=Stop Sound
ObjectContext_EditSoundCueNodes=Sound Cue Node Properties...
ObjectContext_EditSoundWaveNodes=Sound Wave Node Properties...
ObjectContext_ImportFaceFXAnimSetFromFXAS=Import from FXAS...
ObjectContext_ExportFaceFXAnimSetToFXAS=Export to FXAS...
ObjectContext_CreateFaceFXAnimSet=Create New FaceFX AnimSet...
ObjectContext_ImportFaceFXAssetFromFXA=Import from FXA...
ObjectContext_ExportFaceFXAssetToFXA=Export to FXA...
ObjectContext_CreateFaceFXAsset=Create New FaceFX Asset...
ObjectContext_CreateNewPhysicsAsset=Create New Physics Asset...
ObjectContext_CopyParticleParameters=Copy Parameters to Clipboard
ObjectContext_ConvertToSeeded=Convert to seeded modules
ObjectContext_ResourceCollection=Make Collection with Referenced Objects
ObjectContext_CopyTextureAdjustments=Copy Color Adjustments to Clipboard
ObjectContext_PasteTextureAdjustments=Paste Color Adjustments
ObjectContext_PasteTextureAdjustments_Undo=Paste Color Adjustments
ObjectContext_PasteTextureAdjustments_Applying_F=Applying color adjustments to `~ Textures
ObjectContext_CompressTexturesNow_F=Compressing `~ Textures that have Defer Compression set
ObjectContext_CaptureThumbnailsFromViewport=Capture Thumbnail from Active Viewport
ObjectContext_CaptureThumbnailsFromPlayInEditorViewport=Capture Thumbnail from PIE Viewport
ObjectContext_ClearCustomThumbnails=Clear Custom Thumbnail
ObjectContext_EditUsingApexEditorWidgets=Edit Using Apex Widgets Editor
ObjectContext_CreateNewApexEmitter=Create New Apex Emitter
ObjectContext_CreateNewGroundEmitter=Create New Apex Ground Emitter
ObjectContext_CreateNewImpactEmitter=Create New Apex Impact Emitter
ObjectContext_CreateNewBasicIos=Create New Apex Basic IOS
ObjectContext_CreateNewFluidIos=Create New Apex Fluid IOS
ObjectContext_CreateNewIofx=Create New Apex IOFX
ViewportShowFlagsMenu_VertexColorsSF=Vertex Colors
EditorModeButtonBar_MeshPaint=Mesh Paint Mode | Shift+6
StaticMeshMode=Static Mesh Mode | Shift+7
MeshPaintWindow_WindowTitle=Mesh Paint
LandscapeMode=Landscape Mode
LandscapeMode_EditTransaction=Landscape Editing: `~
LandscapeMode_Paint=Paint
LandscapeMode_Smooth=Smooth
LandscapeMode_Flatten=Flatten
LandscapeMode_Brush_Circle=Circle
LandscapeMode_Brush_PatternAlpha=Pattern Alpha
LandscapeMode_Brush_Alpha=Alpha
LandscapeMode_Brush_Component=Component
LandscapeMode_Brush_Gizmo=Gizmo
LandscapeMode_Brush_Falloff_Smooth=Smooth falloff
LandscapeMode_Brush_Falloff_Linear=Linear falloff
LandscapeMode_Brush_Falloff_Spherical=Spherical falloff
LandscapeMode_Brush_Falloff_Tip=Tip falloff
LandscapeMode_Erosion=Erosion
LandscapeMode_HydraErosion=Hydraulic Erosion
LandscapeMode_Noise=Noise
LandscapeMode_Selection=Component Selection
LandscapeMode_Mask=Region Selection
LandscapeMode_Visibility=Visibility
LandscapeMode_MoveToLevel=Move to Streaming Level
LandscapeMode_AddComponent=Add new Landscape Component
LandscapeMode_DeleteComponent=Delete Landscape Components
LandscapeMode_Copy=Copy
LandscapeMode_Paste=Paste
LandscapeMode_Region=Region Copy/Paste
LandscapeImport_BadHeightmapSize=File size does not match
LandscapeImport_BadLayerSize=Layer `~ file size does not match the heightmap resolution.
LandscapeImport_BadLayerName=You must enter a name for the layer being imported from `~.
LandscapeReImport_BadFileSize=`~'s filesize does not match with current Landscape extent
LandscapeReImport_BadFileName=Reimport Source Filename is invalid
LandscapeExport_HeightmapFilename=Choose filename for Heightmap Export
LandscapeExport_LayerFilename=Choose filename for Layer `~ Export
LandscapeMode_RemoveLayer=Are you sure you want to delete the layer `~? All painted information for this layer will be lost.
LandscapeMode_AddLayerDuplicate=There is already a layer named `~.
LandscapeMode_AddLayerEnterName=Please enter a valid layer name.
LandscapeExport_Warning=Landscape has large number(`~) of components, so it will use large amount memory to copy it to the clipboard. Do you want to proceed?
LandscapeImport_Warning=Landscape is about to import large amount memory (`~MB) from the clipboard, which will take some time. Do you want to proceed?
LandscapeGizmoExport_Warning=Landscape Gizmo has no copyed data. You need to choose proper targets and copy it to Gizmo.
LandscapeGizmoImport_Warning=Landscape Gizmo is about to import large amount data (`~MB) from the clipboard, which will take some time. Do you want to proceed?
LandscapeMaterial_Warning=Selected Landscape components' Materials are in the same package as the Landscape Component. To support streaming levels, you must move the Material to another package.
LandscapePhyMaterial_Warning=Landscape's DefaultPhysMaterial is in the same package as the Landscape Actor. To support streaming levels, you must move the PhysicalMaterial to another package.
LandscapeLayerInfo_Warning=LandscapeLayerInfoObject (`~) is in the same package as the Landscape Actor. To support streaming levels, you must move the LandscapeLayerInfoObject to another package.
LandscapeMoveToStreamingLevel_Warning=The Move-to-Level feature is only available when the Landscape Actor is placed in the persistent level.
LandscapeMoveToStreamingLevel_SharedResources=The following items must be moved out of the persistent level and into a package that can be shared between multiple levels:\n\n`~
LandscapeMoveToStreamingLevel_RenameFailed=Move To Streaming Level did not succeed because shared resources could not be moved to a new package.
MapCheck_Message_LandscapeComponentPostLoad_Warning=Landscape (`~) has overlapping render components at location (`~, `~).
MapCheck_Message_LandscapeCollisionPostLoad_Warning=Landscape (`~) has overlapping collision components at (`~, `~).
MapCheck_Message_LandscapeNoLandscapeInfo_Warning=Landscape (`~) has no valid LandscapeInfo, so it cannot be edited. If this level is a part of a streaming level set, open the the persistent level and sublevels, and resave them.
MapCheck_Message_LandscapePostLoad_Warning=Landscape (`~) was originally created as a persistient level. Adding this as a sublevel when there are other components from the same Landscape in other streaming levels could cause problems.
MapCheck_Message_LandscapeLayerInfo_CollisionWarning=LandscapeLayerInfoObject (`~) collides with a previous object with LayerName (`~). The newer one will not be used in Landscape edit mode.
FoliageMode=Foliage Mode
FoliageMode_EditTransaction=Foliage Editing
FoliageMode_RemoveMeshTransaction=Foliage Editing: Remove Mesh
FoliageMode_SettingsObjectTransaction=Foliage Editing: Settings Object
FoliageMode_ChangeStaticMeshTransaction=Foliage Editing: Change StaticMesh
FoliageMode_DeleteMesh=Are you sure you want to remove all `~ instances of `~ from this level?
FoliageMode_ReplaceMesh=Are you sure you want to replace all `~ instances of `~ with `~?
FoliageMode_ReplaceMeshMerge=Are you sure you want to merge all `~ instances of `~ into `~?
FoliageMode_NotSharedSettingsObject=(not using shared settings)
MeshPaintMode_TexturePaint_Transaction=Texture Paint
MeshPaintMode_TexturePaint_Commit=Committing Texture Paint Changes: `~
MeshPaintMode_Warning_Commit=You have uncommitted texture paint changes.\nWould you like to commit them now?
NewProject_Error_NoError=No error.
NewProject_Error_InstallDir=Invalid install directory.
NewProject_Error_ProjName=Invalid project name.
NewProject_Error_SourceDir=Invalid source directory.
NewProject_Error_ShortName=Invalid short project name.  Please ensure that the short name starts with a letter and only contains a combination of letters, numbers, hyphens and underscores.  Spaces and other special characters are not allowed.
NewProject_Error_CreateDir=Failed to create install directory.
NewProject_Error_ReadFile=Failed to read file.
NewProject_Error_WriteFile=Failed to write file.
NewProject_Error_CopyFile=Failed to copy file.
NewProject_Error_Manifest=Invalid manifest file.
NewProject_Error_LaunchProj=Failed to launch new project editor.
NewProject_Error_FindTemplate=Failed to find project template folder.
NewProject_Error_BuildScript=Failed to build scripts for new project.
NewProject_Error_DiskSpace=Failed to find sufficient disk space.
Import_TextureHasBeenPaintedInEditor=The texture '`~' has been painted on by the Mesh Paint tool.\nReimporting it will override any changes.\nWould you like to continue?
LightmapResRatioWindow_WindowTitle=Lightmap Resolution Ratio
LightingToolsWindow_WindowTitle=Lighting Tools
GameStatsVisualizer_MainToolBar=Game Stats Visualizer
GameStatsVisualizer_TitleBar=Game Stats Visualizer
GameStatsVisualizer_TitleID=Title ID
GameStatsVisualizer_GameplaySessionID=Session ID
GameStatsVisualizer_MapName=Map Name
GameStatsVisualizer_MapURL=Map URL
GameStatsVisualizer_GameplaySessionTimestamp=Date Played
GameStatsVisualizer_GameplaySessionDuration=Duration
GameStatsVisualizer_PlatformType=Platform
GameStatsVisualizer_Language=Language
GameStatsVisualizer_Status=Status
GameStatsVisualizer_VisType=Visualizer Type
GameStatsVisualizer_AddQuery=Add Query
GameStatsVisualizer_RemoveQuery=Remove Query
GameStatsVisualizer_Enabled=Enabled
GameStatsVisualizer_Options=Options
GameStatsVisualizer_TimeRange=Time Range
GameStatsVisualizer_StartTime=Start Time
GameStatsVisualizer_EndTime=End Time
GameStatsVisualizer_EventID=ID
GameStatsVisualizer_EventName=Name
GameStatsVisualizer_EventCount=Count
GameStatsVisualizer_TeamNum=Team Number
GameStatsVisualizer_TeamName=Team Name
GameStatsVisualizer_Name=Player Name
GameStatsVisualizer_IsBot=Bot
GameStatsVisualizer_UploadFile=Upload to database
GameStatsVisualizer_CreateReport=Generate Report
GameStatsVisualizer_MultiplayerReport=Multiplayer Match
GameStatsVisualizer_DateFilterToday=Today
GameStatsVisualizer_DateFilterLast3Days=Last 3 Days
GameStatsVisualizer_DateFilterLastWeek=Last Week
GameStatsVisualizer_PopulatingDatabase=Populating Game Stats Database
HeatmapVisualizer_TitleBar=Heatmap Visualizer Options
HeatmapVisualizer_MaxDensity=Max Density Scale
HeatmapVisualizer_MinDensity=Min Density Scale
HeatmapVisualizer_HeatRadius=Heat Bleed Radius
HeatmapVisualizer_PixelDensity=Heatmap Pixel Density
HeatmapVisualizer_TakeScreenshot=Screenshot
PerformanceVisualizer_TitleBar=Heatmap Visualizer Options
LightQuality=Build Quality:
LightQuality_Preview=Preview
LightQuality_Medium=Medium
LightQuality_High=High
LightQuality_Production=Production
Advanced=Advanced Options
UseErrorColoring=Use Error Coloring
LightingBuildOptions_ShowLightingBuildInfo=Show lighting stats after build completes
GenerateBuildingLODTex=Generate Building LOD Textures
LMRatioAdjust_NoPrimitivesSelected=No primitive type selected.
LMRatioAdjust_NoLevelsToProcess=No levels to process.
Warning_LargeFileImport=Attempting to import a very large file, proceed?\nFile Size: `~ MB
Warning_LargeTextureImport=Attempting to import `~ x `~ texture, proceed?\nLargest supported texture size: `~ x `~
Warning_TextureNotAPowerOfTwo=Cannot import texture with non-power of two dimensions
Warning_NPTTextureNotAMultipleOfFour=Non-power-of-two textures must be multiples of four.  DXT compress requires this.
Warning_NPTTexture=The texture you are importing is not a power of two.  Non power of two textures are never streamed and have no mipmaps. Proceed?
Warning_ExternalPackageRef=The following packages have references to external packages: \n`~\nExternal packages won't be found when in a game and all references will be broken.  Proceed?
Warning_SwfArtImportErrors_Title=Import Errors.
Error_PackageAlreadyExists=A package named `~ already exists.  Package names must be unique.
Prompt_AboutToBulkImportNItems_F=About to bulk import `~ items.  Proceed?
BulkImport_SomeFilesNotImported=Some files could not be imported.  Check the log for details.
BulkImport_Success=Bulk import completed successfully.
BulkImport_CouldNotImportFile=Could not import file '`~'.
BulkImport_Cancelled=The bulk import process was cancelled.
BulkImport_FileCancelled=Importing '`~' cancelled.
BulkImport_NoValidFactory=Unable to import file: '`~'.  Could not find an appropriate actor factory for this filetype.
BulkImport_InvalidPackageSymbol=The package '`~' could not be created.  Reason: `~.
BulkImport_InvalidFileSymbol=The file '`~' could not be imported.  Reason: `~.
BulkImport_InvalidGroupSymbol=The group '`~' could not be created.  Reason: `~.
PackageContext_BatchProcess=Batch Process
PackageContext_ClusterSounds=Cluster Sounds
PackageContext_ClusterSoundsWithAtt=Cluster Sounds with Attenuation
PackageContext_InsertRadioChirp=Insert Radio Chirp
ObjectContext_InsertMatureDialog=Insert Mature Dialog
CheckOutDlg_CheckOutButton=Check Out Selected
CheckOutDlg_MakeWritableButton=Make Writable
CheckOutDlg_MakeWritableTooltip=Makes selected files writiable on disk
CheckOutDlg_Reconnect=Reconnect
CheckOutDlg_ReconnectTooltip=Reconnect to source control
CheckOutDlg_AskMeLater=Ask Me Later
CheckOutDlg_AskMeLaterToolTip=Don't ask again until this package is saved
CheckOutDlg_CheckOutTooltip=Attempt to Check Out Checked Packages
CheckOutDlg_CancelTooltip=Cancel Request
CheckOutDlg_Title=Check Out Packages From Source Control?
CheckOutDlg_Message=Select the packages that you wish you check out.
CheckOutDlg_NotCheckedOutTip=Not checked out
CheckOutDlg_CheckedOutByOtherTip=Checked out by other
CheckOutDlg_NotCurrentTip=Not at head revision
CheckOutDlg_ResaveAndCheckin=Resave and Submit
CheckOutDlg_ResaveAndCheckinTip=Saves locally and submits to source control
CheckOutDlg_MarkAsDirty=Mark as Dirty
CheckOutDlg_MarkAsDirtyTip=Keeps the packages marked dirty so they can be saved later
CheckOutDlg_MarkAsNotDirty=Cancel
CheckOutDlg_MarkAsNotDirtyTip=Not saving these packages will result in slow startup times
CheckOutDlg_MaterialDependencyTitle=Updating Changed Materials
CheckOutDlg_MaterialDependencyChangeMessage=The following packages contain materials that were automatically updated due to parent\nMaterial or Material Function changes. Please resave and submit to ensure fast load times.
ChangeDescriptionMaterialDepChanges=Updating changed materials.
CheckBoxListWindow_CheckAll=Select All
CheckBoxListWindow_UncheckAll=Unselect All
FailedCheckOutDlg_Title=Unable to Check Out From Source Control!
FailedCheckOutDlg_Message=The following packages could not be successfully checked out from source control:
FailedMakingWritableDlg_Title=Unable to make packages writable
FailedMakingWritableDlg_Message=The following packages could not be made writable:
AnimSetViewer_DeleteMorphTracksTitle=Delete Morph Tracks
AnimSetViewer_DeleteMorphTracksContent=Delete Morph Tracks From AnimSet
LinkedObjEditor_NavHistory_BackTooltip=Navigate Back
LinkedObjEditor_NavHistory_ForwardTooltip=Navigate Forward
LinkedObjEditor_NavHistory_PulldownTooltip=Navigation History
LinkedObjEditor_NavHistory_ForceRemoveNavDataWarning=The history you have attempted to navigate to contains references to data that are no longer valid and has been discarded.
Kismet_NavHistory_NodesSelected=`~ Nodes Selected
Warning_WritablePackagesNotCheckedOut=The following packages are writable on disk but not checked out from source control:`~
Warning_WritablePackagesNotCheckedOutTitle=Writable Packages Not Checked Out
Warning_WarningHiddenLevelsBeforeRebuild=Lighting will only be built for visible levels, and these levels are not visible: `~.  Doing a partial rebuild.
Warning_WarningHiddenLevelsBeforeRebuildTitle=Hidden levels
Error_LevelImportFromExternal=Importing external sublevels is not allowed. Move the level files into the standard content directory and try again.\nAfter moving the level(s), restart the editor.
BuildOnlySelectedPylons=Build only selected Pylons?
INT=American English (INT)
JPN=Japanese (JPN)
DEU=German (DEU)
FRA=European French (FRA)
ESM=Latin American Spanish (ESM)
ESN=European Spanish (ESN)
ITA=Italian (ITA)
KOR=Korean (KOR)
CHN=Simplified Chinese (CHN)
RUS=Russian (RUS)
POL=Polish (POL)
HUN=Hungarian (HUN)
CZE=Czech (CZE)
SLO=Slovakian (SLO)
PTB=Brazilian Portuguese (PTB)
EditorLanguageChangeDlg_Warning=Language change will not go into effect until the editor is restarted.
EditorLanguageChangeDlg_Title=Editor Language Change
PackageBackup_ValidityWarning=Determining package backup validity...
PackageBackup_Warning=Backing up package...
PackageBackup_MaintenanceWarning=Performing maintenance on package backup folder...
SuppressableWarningDlg_DisableThisWarning=Disable this warning
UpdateBaseToProcBuilding=Update Base to Proc Building
ExportActorToFBX=Export (.FBX)...
SavePkgPrompt_Title=Save Packages
SavePkgPrompt_BodyText=Select Packages to Save.
SavePkgPrompt_SaveButton=Save Selected
SavePkgPrompt_SaveButtonTooltip=Attempt to save the selected packages
SavePkgPrompt_DontSaveButton=Don't Save
SavePkgPrompt_DontSaveButtonTooltip=Do not save any packages
SavePkgPrompt_CancelButton=Cancel
SavePkgPrompt_CancelButtonTooltip=Do not save any packages and cancel the current operation
FailedSavePrompt_Title=Packages Failed To Save
FailedSavePrompt_Message=The following packages failed to save correctly:\n
SCC_Checkin_Aborted=Check-in aborted as a result of save failure.
SourceControlDisabledTooltip=Not Connected to Source Control (Click to attempt connection!)
SourceControlEnabledTooltip=Connected to Source Control
SourceControlConnectionProblemsTooltip=Potential Connection Issues with Source Control
LevelLightingDirtyTooltip=Lighting Needs to be Rebuilt (Click to rebuild!)
LevelLightingNotDirtyTooltip=Lighting is Up-to-Date
PathsNotDirtyTooltip=Paths are Up-to-Date
PathsDirtyTooltip=Paths Need to be Rebuilt (Click to rebuild!)
Error_FilenameIsTooLongForCooking=Filename '`~' is too long; this may interfere with cooking for consoles.  Unreal filenames should be no longer than `~ characters.
Error_FilenameDisallowed=Filename '`~' is disallowed.
VolumeActorVisibility=Show Volumes
SpriteCategoryVisibility=Show Sprites
EditPlayWorldURLDlg_URLLabel=Commandline
EditPlayWorldURLDlg_PlayUsingURL=Play
EditPlayWorldURLDlg_Save=Save Settings
EditPlayWorldURLDlg_Title=Launch Options
EditPlayWorldURL_MapNameError=The map name of a PIE commandline cannot be different from the loaded map.  The map name will be reset.
EditPlayWorldURL_MapNameErrorTitle=Map Name Error
BuildPlay_Resolution=Resolution
BuildPlay_Features=Features
BuildPlay_Orientation=Orientation
BuildPlay_Landscape=Landscape
BuildPlay_Portrait=Portrait
BuildPlay_iPhone3GS=iPhone 3GS
BuildPlay_iPad=iPad
BuildPlay_iPad2=iPad 2
BuildPlay_iPad3=iPad 3
BuildPlay_iPad4=iPad (4th generation)
BuildPlay_iPadMini=iPad Mini
BuildPlay_iPhone4=iPhone 4
BuildPlay_iPhone4S=iPhone 4S
BuildPlay_iPhone5=iPhone 5
BuildPlay_iPodTouch4=iPod touch (4th generation)
BuildPlay_iPodTouch5=iPod touch (5th generation)
BuildPlay_XBOX_360=Xbox360
BuildPlay_PS3=PS3
BuildPlay_PSVita=PS Vita
BuildPlay_Default=Default
BuildPlay_Custom=Custom
BuildPlay_Multiply=x
ReconnectToSourceControl=Reconnect to Source Control...
ReimportFailedNoSourcePath=-Cannot reimport: No source path is currently saved for the asset.
ReimportFailedSourcePathExtensionMismatch=-Cannot reimport: Source path specifies an invalid file extension.
ReimportFailedSourceFileNotFound=-Cannot reimport: Source file cannot be found.
ReimportAttemptingAtomicReimport=-Source file on disk exists and is newer; Attempting atomic reimport of `~
ReimportSuccessful=-Reimported successfully.
ReimportFailed=-Reimport failed.
ReimportAssetCurrent=-Reimport aborted: Asset is already up-to-date.
FindInExplorer=Find in Explorer...
OpenInExternalEditor=Open in External Editor...
SocketSnapping_DialogCaption=Socket Snapping
SocketSnapping_SocketsBox=Sockets
SocketSnapping_SnapTransactionName=Snap Actor to Socket
MainToolBar_RealTimeAudio=Toggle Real Time Audio. Right click to adjust volume
SourceControl_Revert=Reverting file(s) in Source Control...
SourceControl_RevertUnchanged=Reverting unchanged file(s) in Source Control...
SourceControl_Delete=Deleting file(s) from Source Control...
SourceControl_Add=Adding file(s) to Source Control...
SourceControl_CheckIn=Checking file(s) into Source Control...
SourceControl_CheckOut=Checking file(s) out of Source Control...
SourceControl_UpdateStatus=Updating Source Control file status...
SourceControl_GetModifiedFiles=Determining files modified from Source Control versions...
SourceControl_GetUnmodifiedFiles=Determing files unmodified from Source Control versions...
SourceControl_GetFileHistory=Fetching file history from Source Control...
SourceControl_ServerUnresponsive=Source Control is unresponsive. Please check your connection and try again.
DragDropContextMenu_DropReplaceSelected=Replace Selected Actors with Actors
DragDropContextMenu_DropApplyMaterialToActor=Apply Drop as Material to Actor
DragDropContextMenu_DropApplyRulesetToProcBuildingActor=Apply Drop as Ruleset to ProcBuilding Actor
DragDropContextMenu_DropApplyMaterialToSurface=Apply Drop as Material to Surface
DragDropContextMenu_DropAsPrefabInstance=Drop as Prefab Instance
DragDrop_Error_PrefabNotPlaceable=Cannot drop asset as prefab instance as it contains no placeable objects!
DragDrop_Transaction_ApplyMaterialToActor=Apply Material to Actor
DragDrop_Transaction_ApplyRulesetToProcBuildingActor=Apply Ruleset to ProcBuilding Actor
DragDrop_Transaction_ApplyMaterialToSurface=Apply Material to Surface
StatusBar_PackageCheckoutNotNeeded=No packages need checkout
StatusBar_PackageCheckoutNeeded=Dirty packages not checked out to you
MaterialEditor_PreviewNodeStart=Preview Node On Mesh
MaterialEditor_PreviewNodeStop=Stop Previewing Node
ConsolidateWindow_Title=Consolidate Assets
ConsolidateAssetsFailureDlg_Msg=The assets below were unable to be consolidated. This is likely because they are referenced by the object to consolidate to.\n\n
ConsolidateAssetsFailureDlg_Title=Failed to Consolidate Assets
ConsolidateAssetsRootSetDlg_Msg=The assets below were in the root set and we must remove that flag in order to proceed.  Being in the root set means that this was loaded at startup and is meant to remain in memory during gameplay.  For most assets this should be fine.  If, for some reason, there is an error, you will be notified.  Would you like to remove this flag?\n\n
ConsolidateAssetsRootSetDlg_Title=Root Set Objects Detected
ConsolidateAssetsCriticalFailureDlg_Msg=CRITICAL FAILURE:\nOne or more assets were partially consolidated, yet still cannot be deleted for some reason. It is highly recommended that you restart the editor without saving any of the assets or packages.\n\nAffected Assets:\n`~\n\nPotentially Affected Packages:\n`~
ConsolidateAssetsCriticalFailureDlg_Title=Critical Failure to Consolidate Assets
ConsolidateAssetsUpdate_Consolidating=Consolidating Assets...
ConsolidateAssetsUpdate_RootSetCheck=Checking Assets for Root Set...
ConsolidateAssetsUpdate_CheckAssetValidity=Determining Validity of Assets...
ConsolidateAssetsUpdate_FindingReferences=Finding Asset References...
ConsolidateAssetsUpdate_ReplacingReferences=Replacing Asset References...
ConsolidateAssetsUpdate_DeletingObjects=Deleting Assets...
Argument=Argument...
ArgumentNumber=Argument Number
KismetBookmark_InvalidSequence=The requested bookmark is set to an invalid sequence and has been deleted!
ComponentMenu=Component
AddStaticMeshComp=Add StaticMesh Component
AddSkelMeshComp=Add SkeletalMesh Component
AddPointLightComp=Add PointLight Component
AddCylinderComp=Add Cylinder Component
AddRadImpulseComp=Add RadialImpulse Component
AddParticleComp=Add Particle Component
NewComponentName=New Component Name
RemoveComponent=Remove Component
ComponentName=Component Name
VarMenu=Variable
AddBoolVar=Add BOOL Variable
AddIntVar=Add INT Variable
AddFloatVar=Add FLOAT Variable
AddVectorVar=Add VECTOR Variable
AddStaticMeshCompVar=Add STATICMESHCOMPONENT Variable
RemoveVar=Remove Variable
NewVarName=New Variable Name
ObjectContext_ShowReferenceGraph=Show Reference Tree...
ReferenceTreeDialog_SelectActor=Select Actor
ReferenceTreeDialog_ViewProps=View Properties
ReferenceTreeDialog_ShowInCB=Show in Content Browser
ReferenceTreeDialog_OpenEditor=Open Editor
ReferenceTreeDialog_ShowScriptRefs=Show Script References
ReferenceTreeDialog_ViewMenu=View
ReferenceTreeDialog_OptionsMenu=Options
ReferenceTreeDialog_Title=Reference Tree
ReferenceTreeDialog_NoRefs=No Referencers
MoveCameraToInvisLevelActor_Title=Hidden Actors
MoveCameraToInvisLevelActor_Message=Attempted to move camera to actors whose levels are currently not visible:\n`~
ReferenceTreeDialog_ExpandAll=Expand All
ReferenceTreeDialog_CollapseAll=Collapse All
ReferenceTreeDialog_RebuildTree=Rebuild Tree
AnimSetViewer_ShowUVs=Show UVs
AnimSetViewer_ShowUVIndex=UV set `~
AnimSetViewer_ShowAllSequences=Show All Anim Sequences
AnimSetViewer_LoadAllAnimSetsPrompt=Unloaded anim sets and anim sequences will not show up in the list. Do you want to load all anim sets?
AnimSetViewer_LoadAllAnimSets=Load All
AnimSetViewer_UseLoadedAnimSetsOnly=Use Loaded
AnimSetViewer_ExportMeshWithAnimPrompt=Would you like to export the current skeletal mesh with the animation?
AnimSetViewer_ExportMeshWithAnim=Save Skeletal Mesh?
Facade_DeleteSelectedRules=Delete Selected Rules
Facade_DuplicateSelectedRules=Duplicate Selected Rules
Facade_PasteRule=Paste Rule
Facade_ConnectToRoot=Connect to Root
Facade_ConnectRules=Connect Rules
Facade_DragComment=Drag Comment
Facade_CreateNewRule=Create New Rule
Facade_BreakConnection=Break Connection
BulkExport_FilteredWarning=Asset types are currently filtered within the Content Browser. Only objects of the filtered types will be exported.
BulkExport_FilteredWarning_Title=Asset Filter in Effect
AutomatedBuild_Prompt_Title=Automated Build Problem
AutomatedBuild_Prompt_Proceed=Proceed
AutomatedBuild_Prompt_Cancel=Cancel
AutomatedBuild_Error_SCCError=Cannot connect to source control; automated build aborted.
AutomatedBuild_Error_SCCSupportNotCompiledIn=Source control support not compiled into the build; automated build aborted.
AutomatedBuild_Error_NoCLDesc=A changelist description must be provided; automated build aborted.
AutomatedBuild_Error_UnsavedMap=The following levels have never been saved before and cannot be submitted:\n\n`~
AutomatedBuild_Error_UnsaveableFiles=The following packages cannot be checked out of source control (or are read-only) and cannot be submitted:\n\n`~
AutomatedBuild_Error_FilesFailedCheckout=The following packages failed to checkout of source control and cannot be submitted:\n`~
AutomatedBuild_Error_AutomatedBuildAborted=Automated build aborted.
AutomatedBuild_Error_BuildFailed=The map build failed or was canceled.
AutomatedBuild_Error_MapErrors=Map errors occurred while building.
AutomatedBuild_Error_FilesFailedSave=The following packages failed to save and cannot be submitted:\n\n`~
AutomatedBuild_Error_NoValidLevels=None of the current levels are valid for submission; automated build aborted.
AutomatedBuild_AutomaticSubmission=[Automatic Submission]
BuildSubmitWindow_Title=Build All And Submit
BuildAllAndSubmit=Build All and Submit To Source Control
BuildAllAndSubmit_ToolTip=Build All and Submit to Source Control
MainMenu_SelectBuilderBrush_ToolTip=Select the Builder Brush
MainMenu_AdjustDragGridSize_ToolTip=Adjust the Drag Grid size
MainMenu_AdjustScaleGridSize_ToolTip=Adjust the Scale Grid size
MainMenu_AdjustRotationGridAngle_ToolTip=Adjust the Rotation Grid angle
MainMenu_AutosaveMaps_ToolTip=Toggle the auto-saving of map packages on/off
MainMenu_AutosaveContent_ToolTip=Toggle the auto-saving of content packages on/off
MainMenu_ChangeAutoSaveInterval_ToolTip=Change the auto-save interval
MainMenu_AutoRestartReimportedFlashMovies_ToolTip=When enabled, changes to GFx movies will be propagated to currently playing instances in PIE
MainMenu_ChangeLanguage_ToolTip=Change the language used by the editor to `~ (requires editor restart)
MainMenu_AddAVolume_ToolTip=Add a `~
MainMenu_ConvertTerrainToLandscapes_ToolTip=Convert legacy terrains into new landscapes
MainMenu_CleanBSPMaterials_ToolTip=Clear material references from stray BSP
MainMenu_ReplaceSkeletalMeshActors_ToolTip=Replace all Skeletal Mesh actors
MainMenu_RegenAllProcBuildings_ToolTip=Rebuild all Procedural Buildings
MainMenu_RegenSelectedProcBuildings_ToolTip=Rebuild selected Procedural Buildings
MainMenu_RegenAllProcBuildingLODTex_ToolTip=Regenerate all Procedural Building render-to-textures
MainMenu_RegenSelectedProcBuildingLODText_ToolTip=Regenerate selected Procedural Building render-to-textures
MainMenu_JournalUpdate_ToolTip=Schedule asset database update for next offline restart.
MainMenu_LockReadOnlyLevels_ToolTip=Prevent modifications to read-only levels
MainMenu_UnlockReadOnlyLevels_ToolTip=Permit modifications to read-only levels
MainMenu_SetFileListeners_ToolTip=Select which directories to monitor changes in
MainMenu_JournalUpdate_ToolTip=Schedule asset database update for next offline restart.
ShowMenu_ShowFlags=SHOW FLAGS
ShowFlagsWindow_Normal=Normal
ShowFlagsWindow_Advanced=Advanced
ShowFlagsWindow_PostProcessing=Post Processing
ShowFlagsWindow_CollisionModes=Collision Modes
ShowMenu_NormalFlags=Normal Flags
ShowMenu_AdvancedFlags=Advanced
ShowMenu_PostProcessFlags=Post-processing
Error_ActorXDeprecated=ActorX has been deprecated.  Please use FBX instead.
Warning_ManyActors=Warning: Many Actors
Warning_ManyActorsForSelect=There are `~ actors in the world. Are you sure you want to select them all?
Warning_ManyActorsForGroupSelect=There are `~ actors in the world. Are you sure you want to continue?
Warning_ManyActorsForDeselect=There are `~ selected actors. Are you sure you want to deselect them all?
Warning_ManyActorsForInvertSelect=There are `~ actors in the world. Are you sure you want to invert selection on them all?
Warning_ManyActorsToSelectOne=There are `~ selected actors. Selecting this actor will deselect them all. Are you sure?
Warning_UsingExternalPackage=This map is using externally referenced packages which won't be found when in a game and all references will be broken. Perform a map check for more details.\n\nWould you like to continue?
Warning_UsingExternalObject=Externally referenced
ObjectTools_ExportObjects=Export Objects
ObjectTools_ExportObjects_CancelRemaining=Would you like to cancel exporting the next `~ files as well?
PushInstanceVertexColorsPrompt_Message=Copying the instance vertex colors to the source mesh will replace any of the source mesh's pre-existing vertex colors and affect every instance of the source mesh.\n\nWould you like to continue?
PushInstanceVertexColorsPrompt_Title=Copy instance vertex colors to source mesh?
PushInstanceVertexColorsPrompt_Ok=Copy colors
PushInstanceVertexColorsPrompt_Cancel=Cancel
MainMenu_ViewportCameraToUpdateFromPIV=Use Camera Location from Play-In-Viewport
MainMenu_ViewportCameraToUpdateFromPIV_ToolTip=Sets the viewport camera location and rotation to match that of Play-in-Viewport upon exiting
MainMenu_ResetSuppressibleDialogs=Reset All Suppressible Dialog Boxes to Show
MainMenu_ResetSuppressibleDialogs_ToolTip=Reset all suppressible dialog boxes so that they show their warning
Warning_CompileErrorsInMaterial_Title=Warning: Compilation errors in this Material
Warning_CompileErrorsInMaterial=The Current Material has compilation errors.\nAre you sure you wish to continue?
Warning_OutOfDateFBX=An out of date FBX has been detected.\nImporting different versions of FBX files than the SDK version can cause undesirable results.\n\nFile Version: `~\nSDK Version: `~
Warning_IncompatibleFBX_Title=Warning: Incompatible FBX version.
TexturePropertiesFrame_PaddingX=Preview Padding:   X:
TexturePropertiesFrame_PaddingY=Y:
TexturePropertiesFrame_ChangeCheckerboardColorOne=Change First Checkerboard Color...
TexturePropertiesFrame_ChangeCheckerboardColorTwo=Change Second Checkerboard Color...
TexturePropertiesFrame_UseCheckerboardAsBG=Fill Background with Checkerboard
TexturePropertiesFrame_CheckerNumPixels=Number of Pixels per Checker Tile
TexturePropertiesFrame_ChangeBorderColor=Change Texture Border Color...
TexturePropertiesFrame_ChangeBackground_ToolTip=Change Preview Background Color
TexturePropertiesFrame_ExpandToViewportFrame_ToolTip=Expand to Viewport Frame (Texture will scale up to fit the bounds of the viewport, if necessary)
TexturePropertiesFrame_Checkerboard_ToolTip=Toggle Preview Checkerboard (Right-click for advanced options)
TexturePropertiesFrame_Border_ToolTip=Toggle Preview Border (Right-click for advanced options)
TexturePropertiesFrame_Padding_ToolTip=Preview Window Padding/Offset
MainMenu_EnableD3D11=Enable DirectX 11 Rendering
MainMenu_EnableD3D11_ToolTip=Enables the DirectX 11 rendering path
RestartEditorPrompt_Message=This rendering change will not take effect until the editor is restarted.  Would you like to restart the editor now?
RestartEditorPrompt_Title=Switch Rendering Method
RestartEditorPrompt_SwitchEditorMode_Message=To switch to this mode, the editor will need to restart. Would you like to restart now?
RestartEditorPrompt_SwitchEditorMode_Title=Switch Editor Mode
RestartEditorPrompt_Ok=Yes
RestartEditorPrompt_Cancel=No
ExportLocalizationTitle=Localization Export
ErrorListItemType=Type
MapCheck_Message_Landscape_Warning_MobileSupport=Landscape is currently unsupported on Mobile Platforms
MapCheck_Filter_CriticalError=Show Critical Errors
MapCheck_Filter_Error=Show Errors
MapCheck_Filter_PerformanceWarning=Show Performance Warnings
MapCheck_Filter_Warning=Show Warnings
MapCheck_Filter_Note=Show Notes
MapCheck_Filter_Info=Show Info
MapCheck_Filter_Kismet=Show Kismet Warnings
MapCheck_Filter_MobilePlatform=Show Mobile Platform Warnings
MapCheck_Column_CriticalError=Critical Error
MapCheck_Column_Error=Error
MapCheck_Column_PerformanceWarning=Performance Warning
MapCheck_Column_Warning=Warning
MapCheck_Column_Note=Note
MapCheck_Column_Info=Info
MapCheck_Group_Kismet=Kismet
MapCheck_Group_MobilePlatform=Mobile Platform
MapCheck_Message_SavedWithNewerVersion=Package '`~' has been saved with engine version newer than current and therefore won't be possible to save.  CurrEngineVersion: `~  VersionSavedWith: `~
MapCheck_Message_FixedUpDeletedLayerWeightmap=`~ : Fixed up deleted layer weightmap
MapCheck_Message_NoFixedUpDeletedLayerWeightmap=`~ : No LayerInfo is available, need to add LayerInfos properly.
MapCheck_Message_FixedUpIncorrectLayerWeightmap=`~ : Fixed up incorrect layer weightmap texture index
MapCheck_Message_FixedUpSharedLayerWeightmap=Fixed up shared weightmap texture for layer `~ in component '`~' (shares with '`~')
MapCheck_Message_LensFlareComponentNull=`~ : LensFlareSource actor has NULL LensFlareComponent property - please delete
MapCheck_Message_ParticleSystemComponentNull=`~ : Emitter actor has NULL ParticleSystemComponent property - please delete
MapCheck_Message_PSysCompErrorBadActorRef=PSysComp has a potentially bad parameter actor reference (not replicated?) at index `~ (`~)
MapCheck_Message_PSysCompErrorEmptyActorRef=PSysComp has an empty parameter actor reference at index `~ (`~)
MapCheck_Message_PSysCompErrorEmptyMaterialRef=PSysComp has an empty parameter material reference at index `~ (`~)
MapCheck_Message_StaticMeshWithNullBodySetup=`~ : KActor has a StaticMeshComponent whose StaticMesh's BodySetup is NULL
MapCheck_Message_KActorWithNoBlockRigidBodyAndNoJoints=`~ : KActor has BlockRigidBody set to FALSE and no joints
MapCheck_Message_KAssetSkeletalComponentNull=`~ : KAsset actor has NULL SkeletalMeshComponent property - please delete
MapCheck_Message_KAssetSkeletalMeshNull=`~ : KAsset actor has a SkeletalMeshComponent with a NULL skeletal mesh
MapCheck_Message_KAssetPhysicsAssetNull=`~ : KAsset actor has a SkeletalMeshComponent with a NULL physics asset
MapCheck_Message_ConstraintSetupNull=`~ : RB_ConstraintActor actor has NULL ConstraintSetup property - please delete
MapCheck_Message_ConstraintInstanceNull=`~ : RB_ConstraintActor actor has NULL ConstraintInstance property - please delete
MapCheck_Message_BothConstraintsNull=`~ : both of RB_ConstraintActor's ConstraintActors are NULL
MapCheck_Message_BothConstraintsStatic=`~ : both of RB_ConstraintActor's ConstraintActors are static
MapCheck_Message_SingleStaticActor=`~ : RB_ConstraintActor actor is connected to a single static actor
MapCheck_Message_LegacySpeedTree=`~ : SpeedTreeActor has legacy USpeedTree resource! Please overwrite `~ with a new Speedtree 5.0
MapCheck_Message_TerrainWarningMobileSupport=Terrain is currently unsupported on Mobile Platforms
MapCheck_Message_TerrainWarningLayerMissingSetup=`~ : Layer missing setup at index `~
MapCheck_Message_TerrainErrorNormalMapLayer=Terrain NormalMapLayer index `2~ outside of Layers count `2~ for terrain `~
MapCheck_Message_TerrainErrorMissingShaderMap=TERRAIN MATERIAL: Missing shader map - `~
MapCheck_Message_TerrainErrorInvalidMaterialIndex=Terrain: Invalid MaterialIndex `2~ - `~
MapCheck_Message_TerrainErrorMaterialTextureCount=TERRAIN MATERIAL: Total Texture Count = `2~ on `~
MapCheck_Message_TerrainErrorMaterialParameterName=TERRAIN MATERIAL: Texture parameter name duplication - `~
MapCheck_Message_DecalComponentNull=`~ : Decal actor has NULL Decal property - please delete
MapCheck_Message_DecalComponentNoReceivers=`~ : Decal actor does not have any overlapping actors
MapCheck_Message_DecalMaterialNULL=`~::`~ : Decal's material is NULL
MapCheck_Message_UnfilteredSkeletalMeshDecal=`~::`~ : Movable Decal is attached to a SkeletalMesh but has no Filter set.  This will result in a significant performance penalty
MapCheck_Message_DynamicLightEnvironmentEnabledComponentsNotAcceptingLights=Dynamic Light Environment enabled but only used on components with bAcceptsLights=False! The DLE should be disabled
MapCheck_Message_FogVolumeMaterialNotSetupCorrectly=FogVolumeActor's Material is not setup to be used with Fog Volumes
MapCheck_Message_LevelGridVolumes=LevelGridVolumes are only allowed in the persistent level
MapCheck_Message_NoLightingChannels=Actor has bAcceptsLights set but is in no lighting channels
MapCheck_Message_BadDepthPriorityGroup=Actor is in Editor depth priority group
MapCheck_Message_ShadowCasterUsingBoundsScale=Actor casts dynamic shadows and has a BoundsScale greater than 1! This will have a large performance hit
MapCheck_Message_BrushRotationFixed=`~ : Brush rotation fixed
MapCheck_Message_BlockRigidBodyWithRigidBody=`~ : InterpActor's StaticMeshComponent has BlockRigidBody but is based on an actor with PHYS_RigidBody
MapCheck_Message_AttachedNodeDoesntExistInAllLODSkeletalMesh=`~ : InterpActor is attached to a node which doesn't exist in all LODs of the skeletal mesh
MapCheck_Message_ActorLargeShadowCaster=`~ : Large actor casts a shadow and will cause an extreme performance hit unless bUseBooleanEnvironmentShadowing is set to TRUE
MapCheck_Message_HiddenInterpActorUsingDefaultCube=`~ : Hidden InterpActor that is using a 'default' cube mesh and has a DLE which is enabled.  If this mesh is never made visible: the DLE should be DISABLED and bAcceptsLights should be set to FALSE (`~)
MapCheck_Message_DeprecatedClass=`~::`~ is obsolete and must be removed (Class is deprecated)
MapCheck_Message_AbstractClass=`~::`~ is obsolete and must be removed (Class is abstract)
MapCheck_Message_AudioComponentNull=`~ : Ambient sound actor has NULL AudioComponent property - please delete
MapCheck_Message_SoundCueNull=`~ : Ambient sound actor's AudioComponent has a NULL SoundCue property
MapCheck_Message_NonAmbientSoundNonLoopInstance=`~::`~ : AmbientSoundNonLoop has a non-USoundNodeAmbientNonLoop SoundNodeInstance
MapCheck_Message_NoSlotsWithWave=`~::`~ : AmbientSoundNonLoop has no Slots containing a Wave
MapCheck_Message_NullAmbientProperties=`~::`~ : Ambient sound has NULL AmbientProperties
MapCheck_Message_NoSounds=`~::`~ : Ambient sound's AmbientProperties has a NULL Wave
MapCheck_Message_NullSoundNodeInstance=`~::`~ : Ambient sound has NULL SoundNodeInstance
MapCheck_Message_SlotNoCoverType=`~ : Slot `~ has no CoverType
MapCheck_Message_SlotFailedAlignToSurface=`~ : Slot `~ failed to align to surface
MapCheck_Message_ReferencesLinksInDifferentNavNetwork=`~ : Contains references to links in different navigation networks
MapCheck_Message_DuplicateLevelInfo=Duplicate level info
MapCheck_Message_RebuildPaths=Paths need to be rebuilt
MapCheck_Message_RebuildLighting=Maps need lighting rebuilt
MapCheck_Message_ProductionLighting=Maps not built with production lighting
MapCheck_Message_MultipleDominantLights=Maps have multiple dominant lights affecting one primitive, these will show up red in lighting complexity and render incorrectly on consoles
MapCheck_Message_NoKillZ=Map should have KillZ set - set this to something sensible so that the player doesn't fall forever
MapCheck_Message_MassiveLODParenting=LOD Parent does not have MassiveLODDistance set
MapCheck_Message_ActorIsObselete_Deprecated=`~ : Obsolete and must be removed! (Class is deprecated)
MapCheck_Message_ActorIsObselete_Abstract=`~ : Obsolete and must be removed! (Class is abstract)
MapCheck_Message_StaticFalse=`~ : bStatic false but is true by default - map will fail in netplay
MapCheck_Message_NoDeleteFalse=`~ : bNoDelete false but is true by default - map will fail in netplay
MapCheck_Message_StaticPhysNone=`~ : bStatic true, but has Physics set to something other than PHYS_None
MapCheck_Message_InvalidDrawscale=`~ : Invalid DrawScale/DrawScale3D
MapCheck_Message_PhysRigidBodyNoCollisionComp=`~ : Set to PHYS_RigidBody but has no CollisionComponent
MapCheck_Message_NotPlaceable=`~ : Not placeable and should be removed
MapCheck_Message_NoDamageType=`~ : Causes damage but has no DamageType defined
MapCheck_Message_BrushComponentNull=`~ : Brush has NULL BrushComponent property - please delete
MapCheck_Message_BrushZeroPolygons=`~ : Brush has zero polygons - please delete
MapCheck_Message_NonCoPlanarPolys=`~ : Brush has non-coplanar polygons
MapCheck_Message_PlanarBrush=`~ : Brush is planar
MapCheck_Message_VolumeActorCollisionComponentNULL=`~ : Volume actor has NULL collision component - please delete
MapCheck_Message_VolumeActorZeroRadius=`~ : Volume actor has a collision component with 0 radius - please delete
MapCheck_Message_StaticMeshComponent=`~ : Static mesh actor has NULL StaticMeshComponent property - please delete
MapCheck_Message_StaticMeshNull=`~ : Static mesh actor has NULL StaticMesh property
MapCheck_Message_SameLocation=`~ is in the same location as `~
MapCheck_Message_VertexColorsNotMatchOriginalMesh=`~ (LOD `~) has hand-painted vertex colors that no longer match the original StaticMesh (`~)
MapCheck_Message_DynamicStaticMeshComponent=`~ : DynamicSMActor has NULL StaticMeshComponent property - please delete
MapCheck_Message_DynamicStaticMeshNull=`~ : DynamicSMActor has a StaticMeshComponent with NULL StaticMesh property
MapCheck_Message_CylinderComponentNull=`~ : NavigationPoint has NULL CylinderComponent - please delete
MapCheck_Message_NoPathsFromPoint=`~ : has no paths, and is not inside the navmesh! (If this is a destination or something for players only set bDestinationonly=TRUE
MapCheck_Message_OnlySpecialPathsFromPoint=Only special action path to world: `~
MapCheck_Message_ExtraCostZero=Extra Cost cannot be less than zero
MapCheck_Message_NavPointAboveStallZ=NavigationPoint is above level's StallZ
MapCheck_Message_LightComponentNull=`~ : Light actor has NULL LightComponent property - please delete
MapCheck_Message_MultipleDominantDirectionalLights=Multiple DominantDirectionalLights detected - please delete all but one
MapCheck_Message_InvalidSceneCaptureComponent=`~ : No or invalid scene capture component - please delete
MapCheck_Message_NoSisterPortal=`~ : No SisterPortal
MapCheck_Message_LevelStreamingVolume=`~ : LevelStreamingVolume is not in the persistent level - please delete
MapCheck_Message_NoLevelsAssociatedWithStreamingVolume=`~ : No levels are associated with streaming volume.
MapCheck_Message_DynamicBVNotPlayerButRB=`~ : DynamicBlockingVolume does not block players but does block ragdolls (BlockRigidBody is TRUE)
MapCheck_Message_FracturedSMNeedsReslicing=`~ : Fractured Static Mesh needs to be resliced
MapCheck_Message_FracturedCompVertLightMaps=Fractured component '`~' using vertex lightmaps so will waste a lot of memory - use texture lightmaps instead
MapCheck_Message_PylonOutsideBounds=Pylon is outside its expansion bounds - this pylon will not build paths
MapCheck_Message_PylonNoGroundPos=Could not find ground position for pylon - this pylon will not build paths
MapCheck_Message_PylonGroundPosOutsideBounds=Pylon's ground position is outside its expansion bounds - this pylon will not build paths
MapCheck_Message_PylonNoGeom=Unable to find collision geometry within expansion bounds - this pylon will not build paths
MapCheck_Message_NavMeshOutOfDate=Navigation Mesh Data was generated with a version of the engine which is too old - rebuild pathing
MapCheck_Message_PylonsInsideEachOther='`~.`~' and '`~.`~' are inside each other's bounds! One pylon can be in another's bounds, but not both
MapCheck_Message_DynamicPylonGenerator=Dynamic pylon should use Recast generator when there are other Recast pylons on level.
MapCheck_Message_NegativeOrZeroDistance=Negative or zero distance to '`~'
MapCheck_Message_NotReachableFromAll=Cannot reach '`~' from this node
MapCheck_Message_NavPointBadBase=`~ : Navigation point not on valid base or too close to steep slope
MapCheck_Message_NavPointLocationInvalid=`~ : This type of NavigationPoint cannot be based on '`~'
MapCheck_Message_NoNeedDynamicNavPoint=`~ : No need for dynamic NavigationPoint when base is non-static `~
MapCheck_Message_NavPointTooClose=`~ : May be too close to other navigation points
MapCheck_Message_PlayerStartInvalid=`~ : PlayerStart is not useable
MapCheck_Message_NoLadderVolume=`~ : Ladder is not in a LadderVolume
MapCheck_Message_NoLiftCenter=`~ : No LiftCenter associated with this LiftExit
MapCheck_Message_NeedInterpActorBase=`~ : LiftCenter not based on an InterpActor
MapCheck_Message_NoLiftExit=`~ : No LiftExits associated with this LiftCenter
MapCheck_Message_DoorMarkerNoDoor=`~ : DoorMarker with no door
MapCheck_Message_PortalMarkerFailed=`~ : Failed to add PortalMarker
MapCheck_Message_InvalidActorAtRouteListIndex=`~ : RouteList Index `~ Has Invalid Actor
MapCheck_Message_NoNavigationPoints=No navigation point list.  Paths define needed
MapCheck_Message_NeedMorePlayerstarts=Only `~ PlayerStarts in this level (need at least `~)
MapCheck_Message_UselessPathNode=`~ is unnecessary and should be removed
MapCheck_Message_SceneCaptureNull=`~ : SceneCaptureActor has NULL SceneCapture property - please delete
MapCheck_Message_KismetFailToModify=Kismet object `~ will fail to modify Actor referenced through a linked variable: `~
MapCheck_Message_KismetDeprecatedPropLinkedVar=Kismet object `~ has a deprecated property `~ referenced by a linked variable: `~
MapCheck_Message_KismetStaticActorRef=Static actor referenced by kismet object `~ (Originator)
MapCheck_Message_KismetStreamInTexturesInvalidDuration=`~ : StreamInTextures using an invalid duration.  Please specify a positive number of seconds
MapCheck_Message_KismetSeqVarCharObsolete=`~ is obsolete! Replace it with a player variable and an Assign Player Slot action
MapCheck_Message_KismetAutoAdjustEnabled=`~ : Modify Cover: Auto Adjust is enabled.  This is very expensive.  Autoadjust will soon be removed, use toggle to avoid breakage
MapCheck_Message_SkeletalMeshComponent=`~ : Skeletal mesh actor has NULL SkeletalMeshComponent property
MapCheck_Message_SkeletalMeshNull=`~ : Skeletal mesh actor has NULL SkeletalMesh property
MapCheck_Message_SkelMeshActorNoPhysAsset=SkeletalMeshActor '`~' casts shadow but has no PhysicsAsset assigned.  The shadow will be low res and inefficient
MapCheck_Message_NotUsingALightEnv=Skeletal Mesh component '`~' not using a light environment or custom lighting channels - this will be inefficient and have incorrect lighting
MapCheck_Message_SkelMeshActorAnimationsAssignedIncorrectly=`~ : SkeletalMeshActor and subclasses (except SkeletalMeshActorMAT) should have their Animations set to something other than an AnimNodeSequence
MapCheck_Message_SkelMeshActorAnimTreeTemplateAssigned=`~ : SkeletalMeshActor, and subclasses (except SkeletalMeshActorMAT) should have its AnimTreeTemplate set to None
MapCheck_Message_SkelMeshActorMATAnimationsAssigned=`~ : SkeletalMeshActorMAT (Matinee Anim Tree) should have Animations set to None
MapCheck_Message_SkelMeshActorMATAnimTreeTemplateNotAssigned=`~ : SkeletalMeshActorMAT (Matinee Anim Tree) should have an AnimTreeTemplate assigned
MapCheck_Message_RepairedPaintedVertexColors=`~ : Repaired painted vertex colors
MapCheck_Message_DecalMaterialStaticMesh=`~::`~ : Decal material '`~' is applied to a static mesh
MapCheck_Message_DecalMaterialInstanceStaticMesh=`~::`~ : Material instance '`~' refers to a decal material '`~' but is applied to a static mesh
MapCheck_Message_MeshSimplificationNeeded=High res source mesh '`~' for simplified mesh '`~' appears to have changed.  You should use the Mesh Simplification tool to update the simplified mesh
MapCheck_Message_CantLoadHiresMesh=Unable to load high res source mesh '`~' for simplified mesh '`~'
MapCheck_Message_MoreMaterialsThanElements=More overriden materials (`~) on static mesh component than LODInfo elements (`~) in source mesh '`~'
MapCheck_Message_MoreMaterialsThanReferenced=More overriden materials (`~) on static mesh component than are referenced (`~) in source mesh '`~'
MapCheck_Message_MoreMaterialThanReferenced=More overriden materials (`~) on static mesh component than referenced (`~) for source mesh '`~'
MapCheck_Message_ElementsWithZeroTriangles=`~ element(s) with zero triangles in static mesh '`~'
MapCheck_Message_SimpleCollisionButNonUniformScale='`~' has simple collision but is being scaled non-uniformly - collision creation will fail
MapCheck_Message_SimpleLightmapModTextureButIncorrectCompression='`~' has a simple lightmap modifiaction texture assigned, but the texture's compression settings are incorrect (should be TC_SimpleLightmapModification)
MapCheck_Message_NotLightmappedOrUsingALightEnv=Static Mesh component '`~' not lightmapped and not using a light environment - will be inefficient and have incorrect lighting! Set bUsePrecomputedShadows=True to use lightmaps or enable the light environment
MapCheck_Message_UsingExternalObject=`~ : Externally referenced
MapCheck_Message_TrashcanReference='`~' references trashcan object '`~' ('`~'  ->  '`~')
MapCheck_Message_CleanBSPMaterials=Run 'Clean BSP Materials' to clear `~ unnecessary materal references
MapCheck_Message_ContainsUnloadedStreamingLevel=Contains streaming level '`~' which isn't loaded
MapCheck_Message_FilenameIsTooLongForCooking=Filename '`~' is too long - this may interfere with cooking for consoles.  Unreal filenames should be no longer than `~ characters.
MapCheck_Message_MatchingLightGUID='`~' has same light GUID as '`~' (Duplicate and replace the orig with the new one)
MapCheck_Message_NonApprovedRuleset=Using non-approved ruleset '`~'
MapCheck_Message_ActorInSameLocation='`~' in same location as '`~'
MapCheck_Message_SamePathNodeGUID=Nav '`~' shares GUID with '`~'
MapCheck_Message_PathNodeInvalidGUID=Nav '`~' has an invalid GUID.  You may need to rebuild paths
MapCheck_Message_SharesQueuePoint=Shares a QueuePoint '`~' with '`~'
MapCheck_Message_ModifyPropertyPrototypingOnly=`~ : 'Modify Property' is for prototyping only and should be removed
MapCheck_Message_JumpPads=`~ : Jumppads not allowed in zero or positive gravity volumes
MapCheck_Message_NavPointTouchesJumpPad=`~ : NavigationPoints must not touch jumppads
MapCheck_Message_NoJumpTarget=`~ : No JumpTarget set for this JumpPad
MapCheck_Message_JumpCannotBeMade=Jump to '`~' cannot be successfully made
MapCheck_Message_ObjectiveCollidingComponentWithNonUniformScaling=`~ : Objective with colliding component using non-uniform scaling
MapCheck_Message_FSNotForProduction=FS Commands should not be used for production.  This is for prototyping only '`~' (Originator)
MapCheck_Message_CameraAspectRatioIsZero=Camera has AspectRatio=0 - please set this to something non-zero
MapCheck_Message_InstancedStaticMesh_Texture_Size=The lightmap needed for a cluster of instanced meshes is larger than 4096x4096. You should reduce LightMapResolution for static mesh '`~' from `~, or reduce the number of instances per cluster (currently `~).
Misc=Misc
Navigation=Navigation
Decals=Decals
Inventory=Inventory
Effects=Effects
Fluids=Fluids
ImageReflection=Image Reflection
Keypoints=Keypoints
Notes=Notes
Pawns=Pawns
Blur=Blur
SceneCapture=Scene Capture
Splines=Splines
Triggers=Triggers
LensFlares=Lens Flares
Materials=Materials
Physics=Physics
TargetPoint=Target Points
Wind=Wind
PlayerStart=Player Start
Sounds=Sounds
Cover=Cover
Landscape=Landscape
Fog=Fog
PVRTCCompression_CompressingTextures=Compressing textures to PVRTC for mobile devices.
PVRTCCompression_CompressingTexturesF=Compressing textures to PVRTC for mobile devices: `~ of `~
RunUnitTests=Run Unit Tests...
RunningUnitTests=Running Unit Tests...
RunningUnitTest=Running Unit Test `~ of `~: `~...
UnitTest_Results=Unit Test Results:\n
UnitTest_Success=Success
UnitTest_Fail=Fail
ToolTip_RunUnitTests=Choose from a selection of valid unit tests to run.
UnitTest_WindowTitle=Unit Tests
UnitTest_Errors=Errors:
UnitTest_Warnings=Warnings:
UnitTest_LogItems=Log Items:
UnitTest_GenericImport_NoFilesFoundToImport=No files found in directory `~ to import.
UnitTest_SimpleOutput=`~ Errors, `~ Warnings, `~ Log Items
UnitTest_TestNotFound=Test `~ does not exist and could not be run.
UnitTest_SpecificTestNotRunDueToSlowTask=Cannot run test `~, as another slow task is already in progress.
UnitTest_TestsNotRunDueToSlowTask=Cannot run unit tests, as another slow task is already in progress.
UnitTest_TestNotValid=Test `~ is not valid for the current application settings and could not be run.
UEFError_FailedToFindUFE=Failed to find UnrealFrontend, please verify that the file is present:\n`~
UEFError_FailedToSave=Failed to save modified files, please verify that all modified files can be saved.
UEFError_FailedToFindMap=Failed to find current map for cooking, please ensure that it is saved:\n`~
UEFError_FailedToCreateXML=Failed to create profile, an unknown error has occurred:\n`~
UEFError_FailedToLaunchUFE=Failed to launch UnreadFrontend, an unknown error has occurred.
UEFError_UFEFailed=UnrealFrontend failed with error code:\n`~
MobileMP3FileCapitalizationDoesNotMatch=The capitalization for the file "`~.mp3" does not match between the `~ music resources.
MobileMP3FileMissing=The file "`~.mp3" is missing from the `~ music resources.
MobileMP3FilenameEmpty=The mp3 filename is empty for the "`~" Kismet node
MP3SoundCueMissing=The Sound Cue is not defined for the "`~" Kismet node

[UIEditor]
SceneEditorTitle_f=Unreal UIScene Editor: `~
WidgetEditorTitle_f=`~ Editor: `~
UIEditor_SlowTask_DataStoreBrowser="Loading data stores"
UIEditor_SlowTask_AddingProviderTags="Adding tags for data provider '`~'"
UIEditor_SlowTask_GeneratingTags="Generating tags for data provider '`~'"
WidgetProtectRename=The selected widget is protected from renaming.
WidgetProtectParent=The parent of the selected widget is protected and can not be changed!
WidgetProtectFromDelete=The selected widget is protected from deletion!
TransModifyObj=Modify Object
TransModifyObj_f=Modify `~
TransClearSelection="Clear Selection"
TransEditStyle="Edit Style"
TransCreateStyle="Create Style"
TransAssignStyle="Assign Style"
TransReplaceStyle="Replace Style"
TransEditDocking="Modify Widget Docking"
TransEditEvents="Modify Widget Events"
TransEditModifyInputEvents="Modify Custom Input Events"
TransEditModifyDisabledInputEvents="Modify Active Input Aliases"
TransModifyRenderOrder="Modify Render Order"
TransChangeParent="Change Parent"
TransSaveAsResource="Save As Resource"
TransConvertPosition="Convert Position"
TransBindDataStore="Bind Data Store"
TransClearDataStore="Clear Data Store"
MultipleObjects=(multiple objects)
TransRenameWidget=Rename Widget
TransMoveWidget=Move Widget
TransResizeWidget=Resize Widget
TransRotateWidget=Rotate Widget
TransMoveAnchor=Move Anchor
TransReplaceWidget="Replace Widget"
TransModifyCellBindings="Modify List Cells"
TransModifyScaleType="Change Scale Type"
TransAlignText="Change Text Alignment"
TransUpdateUIPrefabInstance="Update Prefab Instance"
TransInsertTabPage="Insert Tab Page"
TransRemoveTabPage="Remove Tab Page"
TransInsertCalloutButton="Add Button"
TransRemoveCalloutButton="Remove Button"
TransChangeCalloutAlias="Change Alias"
TransResizeCell="Resize List Cells"
TransAddStyleGroup="Add Style Group"
TransRemoveStyleGroup="Remove Style Group"
TransRenameStyleGroup="Rename Style Group"
TransChangeStyleGroup="Change Style Group"
UIEditor_OverrideSuffix=" - OVERRIDE"
UIEditor_AddDataProvider="Add Data Provider"
UIEditor_AddSection="Add Tag Section"
UIEditor_AddTag="Add Tag"
UIEditor_EditTag="Edit Tag"
UIEditor_MenuItem_ReorderWidget="Reorder Widget"
UIEditor_MenuItem_BindUIEventKeys=Modify Default UI Event Alias Key Bindings...\tF8
UIEditor_HelpText_BindUIEventKeys="Modify the default key bindings for UI event aliases."
UIEditor_MenuItem_DataStoreBrowser=Data Store Browser\tF7
UIEditor_HelpText_DataStoreBrowser=Displays the Data Store Browser dialog.
UIEditor_AppendColumn="Append Column"
UIEditor_InsertColumn="Insert Column"
UIEditor_ColumnF="Column `~"
UIEditor_MenuItem_InsertTabPage="Insert New Page"
UIEditor_MenuItem_InsertTabPageF="Insert Custom Page: `~"
UIEditor_MenuItem_RemoveTabPage="Remove Page"
UIEditor_Scene=Scene
UIEditor_Layers=Layers
UIEditor_Resources=Resources
UIEditor_DataStores=Data Stores
UIEditor_Styles=Styles
UIEditor_DefaultTagValue=Default Value: Enter New Tag Value
UIEditor_LayerBrowser_DefaultLayerName="Layer"
UIEditor_DockTitle_Properties="Properties"
UIEditor_DockTitle_SceneTools="Scene Tools"
UIEditor_DockTitle_Positioning="Positioning"
UIEditor_DockTitle_Docking="Docking"
UIEditor_ClearDataStore = "Clear datastore binding for selected widgets"
UIEditor_BindDataStore = "Bind selected widgets to datastore"
UIEditor_BindDataStore_F="Bind selected widgets to `~"
UIEditor_BindDataStoreA=Bind selected widgets to &datastore\tCtrl-D
UIEditor_DataStoreBrowser_Title="Data Store Browser"
UIEditor_DataStoreBrowser_DataStoreTags="Data Store Tags"
UIEditor_DataStoreBrowser_Tag="Tag"
UIEditor_DataStoreBrowser_Path="Path"
UIEditor_DataStoreBrowser_Type="Type"
UIEditor_DataStoreBrowser_Markup="Markup"
UIEditor_DataStoreBrowser_Value=Value
UIEditor_DataStoreBrowser_Strings=Strings
UIEditor_DataStoreBrowser_Other=Other
UIEditor_DataStoreBrowser_Filter=Filter:
UIEditor_DataStoreBrowser_Apply=Apply Changes
UIEditor_DataStoreBrowser_Cancel=Cancel Changes
UIEditor_Target="Target: `~"
UIEditor_Source="Source: `~"
UIEditor_FaceText[0]="Left"
UIEditor_FaceText[1]="Top"
UIEditor_FaceText[2]="Right"
UIEditor_FaceText[3]="Bottom"
UIEditor_FaceText[4]="None"
UIEditor_Width=Width
UIEditor_Height=Height
UIEditor_Value=Value
UIEditor_PositionEvalText[0]="None"
UIEditor_PositionEvalText[1]="Absolute Pixels"
UIEditor_PositionEvalText[2]="Pixels Relative to Scene"
UIEditor_PositionEvalText[3]="Pixels Relative to Owner"
UIEditor_PositionEvalText[4]="Percentage of Viewport"
UIEditor_PositionEvalText[5]="Percentage of Owner"
UIEditor_PositionEvalText[6]="Percentage of Scene"
UIEditor_ExtentEvalType[0]="Pixels"
UIEditor_ExtentEvalType[1]="Percentage of Target"
UIEditor_ExtentEvalType[2]="Percentage of Owner"
UIEditor_ExtentEvalType[3]="Percentage of Scene"
UIEditor_ExtentEvalType[4]="Percentage of Viewport"
UIEditor_ScaleType=Scale Type
UIEditor_FaceValue=Face Value
UIEditor_Face_Top="Top"
UIEditor_Face_Bottom="Bottom"
UIEditor_Face_Left="Left"
UIEditor_Face_Right="Right"
UIEditor_Face_None="None"
UIEditor_Face_All="All"
UIEditor_FaceString="`~ (Face: `~)"
UIKismet_MenuItem_AddCalloutButton="Add Callout Button"
UIKismet_MenuItem_RemoveCalloutButton="Remove Callout Button `~"
UIKismet_MenuItem_ChangeCalloutAlias="Change Callout Alias `~"
UIEditor_StyleReferenced="Style '`~' is still referenced by the following resources:"
UIEditor_DoYouWantToDeleteStyle="Do you want to delete this style?"
UIEditor_DoYouWantToReplaceStyle="Do you want to replace this style?"
UIEditor_MustFullyLoadPackages="You must fully load the following packages in order to complete the operation:"
UIEditor_MenuItem_DeleteSelectedWidgets=Delete Selected Widgets
UIEditor_MenuItem_RenameSelectedWidgets=Rename Selected Widgets\tCtrl-R
UIEditor_MenuItem_PlaceWidget="Place Widget"
UIEditor_MenuItem_PlaceResource="Custom Widgets"
UIEditor_MenuItem_PlaceArchetypef="Place Archetype `~"
UIEditor_MenuItem_SelectStyle="Select Style"
UIEditor_MenuItem_DockingEditor="Docking Editor"
UIEditor_MenuItem_LoadSkin="Load Existing Skin"
UIEditor_MenuItem_CreateSkin="Create New Skin"
UIEditor_MenuItem_CreateStyle="Create New Style"
UIEditor_MenuItem_DeleteStyle="Delete Style"
UIEditor_MenuItem_CreateStyle_Selected="Create Style From Selected"
UIEditor_MenuItem_CreateStyle_Template="Create Style Using `~ As Template"
UIEditor_MenuItem_CreateStyle_TemplateF="Create Style Using `~ As Template"
UIEditor_MenuItem_ReplaceStyle="Replace Selected Style In Current Skin"
UIEditor_MenuItem_ReplaceStyleF="Replace Style `~ In Current Skin"
UIEditor_MenuItem_EditStyle="Edit Style"
UIEditor_MenuItem_EditEvents="Enable/Disable Widget Event Aliases"
UIEditor_MenuItem_EditCursor="Edit Cursor"
UIEditor_MenuItem_DeleteCursor="Delete Cursor"
UIEditor_MenuItem_RenameCursor="Rename Cursor"
UIEditor_MenuItem_AddCursor="Add Cursor"
UIEditor_MenuItem_AddSoundCue="Add UI Sound Cue"
UIEditor_MenuItem_EditSoundCue="Edit UI Sound Cue"
UIEditor_MenuItem_DeleteSoundCue="Delete UI Sound Cue"
UIEditor_MenuItem_AddNewStyleGroup="Add New Group"
UIEditor_MenuItem_DeleteNewStyleGroup="Delete Selected Group"
UIEditor_MenuItem_RenameNewStyleGroup="Rename Selected Group"
UIEditor_MenuItem_AskNewName="Enter New Name"
UIEditor_MenuItem_AcceptDeletion="Are you sure you want to delete selected group '`~'"
UIEditor_MenuItem_ChangeParent="Change Parent"
UIEditor_MenuItem_MoveUp="Move Up"
UIEditor_MenuItem_MoveDown="Move Down"
UIEditor_MenuItem_MoveToTop="Move To Top"
UIEditor_MenuItem_MoveToBottom="Move To Bottom"
UIEditor_MenuItem_SaveResource="Save As Resource"
UIEditor_MenuItem_ViewportSize="Viewport &Size"
UIEditor_MenuItem_ViewReset="&Reset View"
UIEditor_MenuItem_ViewDrawBkgnd="Draw &Background"
UIEditor_MenuItem_ViewDrawGrid="Draw &Grid"
UIEditor_MenuItem_ViewShowWireframe="Draw &Wireframe"
UIEditor_MenuItem_TitleSafeRegions="Draw &Title Safe Regions"
UIEditor_MenuItem_ViewportOutline="&Viewport Outline"
UIEditor_MenuItem_ContainerOutline="&Container Outline"
UIEditor_MenuItem_SelectionOutline="&Selection Outline"
UIEditor_MenuItem_KismetEditor="Unreal&Kismet Editor"
UIEditor_MenuItem_ClearBinding="Remove Cell"
UIEditor_MenuItem_BreakDockLink="Break Dock Link"
UIEditor_MenuItem_BreakAllDockLinks="Break &ALL Dock Links"
UIEditor_MenuItem_BreakDockLinkTo="Break Dock Link to `~"
UIEditor_MenuItem_BreakFocusChainLink="Remove Override Focus Chain Link"
UIEditor_MenuItem_BreakAllFocusChainLinks="Remove ALL Override Focus Chain Links"
UIEditor_MenuItem_BreakFocusChainLinkTo="Remove Override Focus Chain to `~"
UIEditor_MenuItem_SetFocusChainToNull="Set Focus Chain to None"
UIEditor_MenuItem_SetAllFocusChainToNull="Set ALL Focus Chains to None"
UIEditor_MenuItem_ConnectDockLink="Connect Dock Link"
UIEditor_MenuItem_ConnectDockLinkTo="Connect Dock Link to `~"
UIEditor_MenuItem_ConnectFocusChainLink="Connect Focus Chain Link"
UIEditor_MenuItem_ConnectFocusChainLinkTo="Connect Focus Chain Link to `~"
UIEditor_MenuItem_SnapToGrid="Snap to Grid"
UIEditor_MenuItem_ShowDockHandles="Show Dock Handles"
UIEditor_MenuItem_ConvertPosition="Convert Position"
UIEditor_MenuItem_InsertLayer="Insert Layer"
UIEditor_MenuItem_InsertChildLayer="Insert Child Layer"
UIEditor_MenuItem_RenameLayer="Rename Layer"
UIEditor_MenuItem_SelectAllWidgetsInLayer="Select All Widgets"
UIEditor_MenuItem_DeleteLayer="Delete Layer"
UIEditor_MenuItem_AddCalloutButton="Add Button"
UIEditor_MenuItem_RemoveCalloutButton="Remove Button"
UIEditor_MenuItem_ChangeCalloutAlias="Change Input Alias"
UIEditor_MenuItem_CenterOnSelection=Center On Selected Objects
UIEditor_HelpText_CenterOnSelection="Centers the viewport on the currently selected objects."
UIEditor_ToolTip_ShowDockHandles="Show Dock Handles"
UIEditor_ToolTip_ViewportSize="Viewport Size"
UIEditor_ToolTip_ViewportGutter="Viewport Gutter"
UIEditor_ToolTip_SSPreviewMode="Splitscreen Layout"
UIEditor_ToolTip_ViewportOutline="Viewport Outline"
UIEditor_ToolTip_ContainerOutline="Container Outline"
UIEditor_ToolTip_SelectionOutline="Selection Outline"
UIEditor_ToolTip_SelectionOutlinePerWidget="Combine Multi-Selection Outlines"
UIEditor_ToolTip_SelectionHandles="Selection Handles"
UIEditor_ToolTip_ToolModeButton[0]="Select"
UIEditor_ToolTip_ToolModeButton[1]="Place Button"
UIEditor_ToolTip_ToolModeButton[2]="Place Console"
UIEditor_ToolTip_ToolModeButton[3]="Place Image"
UIEditor_ToolTip_ToolModeButton[4]="Place Label"
UIEditor_ToolTip_SnapToGrid="Snap to Grid"
UIEditor_ToolTip_WidgetPreviewState="Preview State"
UIEditor_ToolTip_PreviewPlatform="Preview Platform"
UIEditor_ToolTip_AlignToViewport_Top="Align to Viewport: Top"
UIEditor_ToolTip_AlignToViewport_Bottom="Align to Viewport: Bottom"
UIEditor_ToolTip_AlignToViewport_Left="Align to Viewport: Left"
UIEditor_ToolTip_AlignToViewport_Right="Align to Viewport: Right"
UIEditor_ToolTip_AlignToViewport_CenterHorizontally="Align to Viewport: Center Horizontally"
UIEditor_ToolTip_AlignToViewport_CenterVertically="Align to Viewport: Center Vertically"
UIEditor_HelpText_AlignToViewport_Top="Align selected widgets to viewport top."
UIEditor_HelpText_AlignToViewport_Bottom="Align selected widgets to viewport bottom."
UIEditor_HelpText_AlignToViewport_Left="Align selected widgets to viewport left."
UIEditor_HelpText_AlignToViewport_Right="Align selected widgets to viewport right."
UIEditor_HelpText_AlignToViewport_CenterHorizontally="Horizontally center selected widgets in the viewport."
UIEditor_HelpText_AlignToViewport_CenterVertically="Vertically center selected widgets in the viewport."
UIEditor_ToolTip_TextAlign_Top="Text Align: Top"
UIEditor_ToolTip_TextAlign_Bottom="Text Align: Bottom"
UIEditor_ToolTip_TextAlign_Left="Text Align: Left"
UIEditor_ToolTip_TextAlign_Right="Text Align: Right"
UIEditor_ToolTip_TextAlign_Center="Text Align: Center Horizontally"
UIEditor_ToolTip_TextAlign_Middle="Text Align: Center Vertically"
UIEditor_HelpText_TextAlign_Top="Vertically align text to the top."
UIEditor_HelpText_TextAlign_Bottom="Vertically align text to the bottom."
UIEditor_HelpText_TextAlign_Left="Horizontally align text to the left."
UIEditor_HelpText_TextAlign_Right="Horizontally align text to the right."
UIEditor_HelpText_TextAlign_Center="Horizontally center text."
UIEditor_HelpText_TextAlign_Middle="Vertically center text."
UIEditor_HelpText_ViewReset="Resets the viewport position and zoom to the default settings"
UIEditor_HelpText_DeleteSelectedWidgets="Deletes the currently selected widgets"
UIEditor_HelpText_RenameSelectedWidgets="Displays a dialog to rename the currently selected widgets"
UIEditor_HelpText_ShowDockHandles="Show dock handles on selected widgets"
UIEditor_HelpText_ViewportSize="The viewport size to use for the scene"
UIEditor_HelpText_ViewportGutter="The size in pixels of the gutter region that is displayed around the viewport window"
UIEditor_HelpText_TitleSafeRegions="Draws the regions that UI widgets should be placed in to ensure they display properly on TVs."
UIEditor_HelpText_WidgetPreviewState="The preview state of the currently selected item"
UIEditor_HelpText_PreviewPlatform="Choose the platform environment to simulate"
UIEditor_HelpText_SSPreviewMode="Choose the split-screen layout to simulate"
UIEditor_MenuItem_RefreshScene=Refresh Scene\tF5
UIEditor_HelpText_RefreshScene="Force the scene to perform a full update (rebuild docking stack, resolve widget positions, reapply styles, etc.)"
UIEditor_WidgetsNoneSelected="(No widgets selected)"
UIEditor_WidgetsSameSelected="`~ `~s selected"
UIEditor_WidgetsDifferentSelected="`~ widgets selected"
UIEditor_Widget_SelectionTool=Selection Tool
UIEditor_Widget_FocusChain=Focus Chain Tool
UIEditor_EditWidgetMode_Tool=Edit Widget Tool
UIEditor_Widget_Button=Button
UIEditor_Widget_Label=Label
UIEditor_Widget_Console=Console
UIEditor_Widget_Image=Image
UIEditor_Widget_Editbox=Edit Box
UIEditor_Widget_LabelButton=Label Button
UIEditor_Widget_Checkbox=Check Box
UIEditor_Widget_List=List
UIEditor_Widget_Panel=Panel
UIEditor_Widget_ToggleButton=Toggle Button
UIEditor_Widget_Slider=Slider
UIEditor_HelpText_SelectionTool=A tool for selecting and manipulating existing widgets.
UIEditor_HelpText_FocusChain=A tool for editing focus chains for widgets.
UIEditor_HelpText_EditWidgetMode=A tool for editing characteristics specific to the type of widget selected.
UIEditor_HelpText_Button=A tool to create new button widgets.
UIEditor_HelpText_Label=A tool to create new label widgets.
UIEditor_HelpText_Console=A tool to create new console widgets.
UIEditor_HelpText_Image=A tool to create new image widgets.
UIEditor_HelpText_Editbox=A tool to create new edit box widgets.
UIEditor_HelpText_LabelButton=A tool to create new label button widgets.
UIEditor_HelpText_Checkbox=A tool to create new check box widgets.
UIEditor_HelpText_List=A tool to create new list widgets.
UIEditor_HelpText_Panel=A tool to create new panel widgets.
UIEditor_HelpText_ToggleButton=A tool to create new toggle button widgets.
UIEditor_HelpText_Slider=A tool to create new slider widgets.
UIEditor_EditSelectedSkin="Edit Selected Skin"
UIEditor_SaveSelectedSkin="Save Selected Skin"
UIEditor_HelpText_EditSelectedSkin="Displays the Skin Editor dialog for the current skin."
UIEditor_HelpText_SaveSelectedSkin="Saves the current skin's package."
UIEditor_HelpText_LoadExistingSkin="Load Skin Package"
UIEditor_HelpText_CreateSkin="Create New Skin"
UIEditor_Skin = "Skin"
UIEditor_Error_UnsupportedPrefabType=UI prefabs do not currently support `~ objects.  Do you wish to continue?\n\nOK: Remove `~ from the prefab and continue.\nCancel: Abandon prefab creation.
UIEditor_Error_NestedPrefabUnsupported=`~ already belongs to a UI prefab or prefab instance.  Do you wish to continue?\n\nOK: Remove `~ from the prefab and continue.\nCancel: Abandon prefab creation.
DlgUIWidgetEvents_Title="Enable/Disable Widget Event Aliases"
DlgUIWidgetEvents_WidgetF="Widget: `~"
DlgUIWidgetEvents_EnabledEvents="Enabled Event Aliases"
DlgUIWidgetEvents_ModifyEventDefaults="Modify Event Alias Defaults"
DlgUIListEditor_Title = "List Editor"
DlgUIListEditor_ListGrid = "List Representation"
DlgChooseTabPageClass_Title="Choose the type of page to add"
DlgChooseTabPageClass_ComboCaption="Page Class:"
DlgRemoveTabPage_Title="Choose the page to remove"
DlgRemoveTabPage_ComboCaption="Page Number:"
DlgAddCalloutButton_Title="Add Callout Button"
DlgAddCalloutButton_Label_InputAlias="Choose Alias:"
DlgAddCalloutButton_Label_WidgetTag="Widget Tag:"
DlgAddCalloutButton_Label_ButtonClass="Choose Class:"
DlgAddCalloutButton_ToolTip_InputAlias="Choose the button alias to associate with this button."
DlgAddCalloutButton_ToolTip_WidgetTag="Enter a unique name for this button.  This is the name that will appear in the scene browser tree."
DlgAddCalloutButton_ToolTip_ButtonClass="Choose the class to use for the new button."
DlgAddCalloutButton_Error_ExistingChild="There is already a button with that name.  Please choose another name for the new button."
DlgAddCalloutButton_Error_ExistingTag="There is already a button using that input alias.   Please choose a different alias."
Error_ChangeCalloutAlias_Multiple="You can only change the input alias for one button at a time."
DlgUISkinEditor_Skin = "Skin"
DlgUISkinEditor_Title = "Skin Editor"
DlgUISkinEditor_Styles = "Styles"
DlgUISkinEditor_Cursors = "Cursors"
DlgUISkinEditor_SoundCues=Sound Cues
DlgUISkinEditor_StyleGroups="Groups"
DlgUISkinEditor_Name = "Name"
DlgUISkinEditor_Style = "Style"
DlgUISkinEditor_CursorTexture = "Cursor Texture"
DlgUISkinEditor_SoundCueSound="Sound"
DlgUISkinEditor_RenameCursor = "Enter a new name for the cursor: "
DlgUISkinEditor_Error = "Error"
DlgUISkinEditor_ErrorCursorExists = "Cursor with the name '`~' already exists in this skin."
DlgUICursorEditor_Title="Edit Cursor"
DlgUICursorEditor_CursorName="Cursor Name: `~"
DlgUICursorEditor_CursorTexture="Cursor Texture"
DlgUICursorEditor_CursorStyle="Cursor Style"
DlgUICursorEditor_InvalidTexture="Invalid texture specified."
DlgUICursorEditor_InvalidStyle="Invalid style specified."
DlgUICursorEditor_Error="Error"
DlgUIAddSoundCue_Title="Add UISoundCue"
DlgUIEditSoundCue_Title="Edit UISoundCue"
DlgUIEditSoundCue_Label="UI Sound Cue Parameters"
DlgUIEditSoundCue_ToolTip_NameCombo="Choose the name to assign to this UI Sound Cue"
DlgUIEditSoundCue_ToolTip_SoundCuePath="The path name for the SoundCue assigned to this UI Sound Cue"
DlgUIEditSoundCue_ToolTip_SoundCueBrowse="Display the Generic Browser"
DlgUIEditSoundCue_ToolTip_SoundCueUse="Assign the currently selected SoundCue to this UI Sound Cue"
DlgUIEditSoundCue_MenuItem_ModifySoundCues="Modify Skin Sound Cues"
DlgUICreateConfigDataTag_DataStorePath="Data Store: `~"
DlgUICreateConfigDataTag_Title="Add Data Tag"
DlgUICreateConfigDataTag_EditMode_Title="Edit Data Tag"
DlgUICreateConfigDataTag_Section="Section"
DlgUICreateConfigDataTag_Tag="Tag"
DlgUICreateConfigDataTag_Value="Value"
DlgUICreateConfigDataTag_NeedText="All of the text fields need to be filled out!"
DlgUICreateConfigDataTag_Error="Error"
DlgUICreateConfigDataTag_ReadOnlyError="'`~' is marked read-only.  Unable to save changes."
DlgNewStyle_Title="Create New Style"
DlgNewStyle_Label_StyleClass="Style Type"
DlgNewStyle_Label_StyleTag="Unique Tag:"
DlgNewStyle_Label_StyleName="Friendly Name:"
DlgNewStyle_Label_StyleTemplate="Template:"
DlgNewStyle_Tooltip_StyleClass="Type Of Style"
DlgNewStyle_Tooltip_StyleTag="Style Tag"
DlgNewStyle_Tooltip_StyleName="Style Name"
DlgNewStyle_Tooltip_StyleTemplate="Style Template"
DlgNewStyle_HelpText_StyleClass="Choose the type of style to create."
DlgNewStyle_HelpText_StyleTag="This name will be used to reference this style from unrealscript.  It cannot contain spaces."
DlgNewStyle_HelpText_StyleName="This is the name that will appear in the style browser."
DlgNewStyle_HelpText_StyleTemplate="Choose the style to base this style on.  Any changes made to the base style will be propagated to the new style."
DlgNewStyle_Label_StyleGroupName="Group Name:"
DlgNewStyle_Label_StyleGroupName_ToolTip="Select existing group from list or enter name for new group and press Enter"
DlgNewStyle_Label_StyleGroupNameNoExist="Group '`~' doesn't exist. Do you want to create this group?"
DlgEditStyle_Warning_Title=Unchecked States Revert
DlgEditStyle_Warning_ModifiedStateRevert=You have modified data for an unchecked state, leaving this state unchecked will cause it to be reverted to the parent style value.\n Do you want to lose the changes made to the unchecked states?
DlgEditStyle_Title_f="Editing Style: `~"
DlgDiffStates_Title_f="Comparing States of Style: `~ "
DlgDiffStates_LayoutGroupCaption=Panel Layout
DlgDiffStates_Layout_Horizontal=Horizontal
DlgDiffStates_Layout_Vertical=Vertical
StylePropertiesCommon_Caption="Basic Options"
StylePropertiesCommon_Label_StyleID="Style ID:"
StylePropertiesCommon_Label_StyleColor="Style Color:"
StylePropertiesCommon_Label_AlphaValue="Alpha Value:"
StylePropertiesCommon_ToolTip_StyleID="Unique Style Identifier"
StylePropertiesCommon_ToolTip_StyleColor="Choose Color"
StylePropertiesCommon_HelpText_StyleColor="Click to choose a color for this style."
StylePropertiesCommon_MenuDiffProperties="Compare Properties"
StylePropertiesCommon_Label_Padding="Padding:"
StylePropertiesCommon_Label_PaddingH="H:"
StylePropertiesCommon_Label_PaddingV="V:"
StylePropertiesCommon_ToolTip_PaddingH="Controls the amount of horizontal padding to apply (in pixels), assuming a resolution of 1024x768.  This value will be scaled by resolution."
StylePropertiesCommon_ToolTip_PaddingV="Controls the amount of vertical padding to apply (in pixels), assuming resolution of 1024x768.  This value will be scaled by resolution"
StylePropertiesText_Caption="Text Options"
StylePropertiesText_Label_Font="Font:"
StylePropertiesText_Label_Alignment="Alignment:"
StylePropertiesText_Label_Attributes="Attributes:"
StylePropertiesText_Label_VertAbbreviation="V:"
StylePropertiesText_Label_HorzAbbreviation="H:"
StylePropertiesText_ToolTip_Alignment[0]="Horizontal Alignment"
StylePropertiesText_ToolTip_Alignment[1]="Vertical Alignment"
StylePropertiesText_Alignment[0]="Left,Center,Right"
StylePropertiesText_Alignment[1]="Top,Center,Bottom"
StylePropertiesText_Label_ClipMode="Clipping Mode:"
StylePropertiesText_ToolTip_ClipMode="Determines how text should be handled when the text overflows its bounds."
StylePropertiesText_Label_ClipAlignment="Clipping Alignment:"
StylePropertiesText_ToolTip_ClipAlignment="Determines the origin used for clipping; left (normal) or right (start at the end)."
StylePropertiesText_Label_Scale="Scale:"
StylePropertiesText_Label_ScaleX="X:"
StylePropertiesText_Label_ScaleY="Y:"
StylePropertiesText_ToolTip_ScaleX="Configure how much the text should be scaled horizontally.  A value of 1.0 means no scaling."
StylePropertiesText_ToolTip_ScaleY="Configure how much the text should be scaled vertically.  A value of 1.0 means no scaling."
StylePropertiesText_Label_SpacingAdjust="Spacing:"
StylePropertiesText_Label_SpacingAdjustX="Chars:"
StylePropertiesText_Label_SpacingAdjustY="Lines:"
StylePropertiesText_ToolTip_SpacingAdjustX="Sets the amount of extra horizontal spacing between characters in a line of text (in pixels)."
StylePropertiesText_ToolTip_SpacingAdjustY="Sets the amount of extra vertical spacing between lines of wrapped text (in pixels)."
StylePropertiesText_Label_AutoScaleMode="Scale To Fit:"
StylePropertiesText_Label_MinAutoScale="Minimum Scale:"
StylePropertiesText_ToolTip_AutoScaleMode="Choose whether text should be automatically scaled to fit into the bounding region."
StylePropertiesText_ToolTip_MinAutoScale="When 'scale to fit' is enabled, this determines the minimum amount the text can be scaled.  Required if the text is wrapped or clipped."
StylePropertiesText_AutoScaleMode_Options[0]="Disabled"
StylePropertiesText_AutoScaleMode_Options[1]="Normal"
StylePropertiesText_AutoScaleMode_Options[2]="Maintain Aspect Ratio"
StylePropertiesText_AutoScaleMode_Options[3]="Resolution Based"
StylePropertiesImage_Caption="Image Options"
StylePropertiesImage_Label_DefaultTexture="Default Texture:"
StylePropertiesCombo_RadioButton_Existing="Existing"
StylePropertiesCombo_RadioButton_Custom="Custom"
StylePropertiesCombo_Caption="Combo Options"
StylePropertiesCombo_Label_TextStyle="Text Style:"
StylePropertiesCombo_Label_ImageStyle="Image Style:"
StylePropertiesCombo_ToolTip_TextStyle="Choose a text style."
StylePropertiesCombo_ToolTip_TextState="Choose the menu state to use from this style"
StylePropertiesCombo_ToolTip_ImageStyle="Choose an image style."
StylePropertiesCombo_ToolTip_ImageState="Choose the menu state to use from this style"
ImageAlignmentCaption[0]="Horizontal"
ImageAlignmentCaption[1]="Vertical"
ImageAlignment_Label_Alignment="Image Alignment:"
ImageAlignment_Label_Adjustment="Adjustment Type:"
ImageAlignment_Label_Gutter[0]="Left Gutter:,Right Gutter:"
ImageAlignment_Label_Gutter[1]="Top Gutter:,Bottom Gutter:"
ImageCoordinates_Label[0]="Sample Position:"
ImageCoordinates_Label[1]="Sample Size:"
UIEditor_UISequences="UI Sequences"
UIEditor_GlobalSequence="Global Sequence"
UIEditor_Children="Children"
DlgUIEvent_MetaObject_Title="Bind Event Keys"
DlgUIEvent_MetaObject_AvailableKeys="Available Keys"
DlgUIEvent_MetaObject_BoundKeys="Bound Keys"
DlgUIEvent_MetaObject_Key="Key"
DlgUIEvent_MetaObject_Event="Event"
DlgUIEventKeyBindings_Title="Bind UI Event Alias Key Defaults"
DlgUIEventKeyBindings_AvailableKeys="Available Keys"
DlgUIEventKeyBindings_BoundKeys="Bound Keys"
DlgUIEventKeyBindings_Key="Key"
DlgUIEventKeyBindings_WidgetClass="Widget Class"
DlgUIEventKeyBindings_WidgetEvents="Supported Input Aliases"
DlgUIEventKeyBindings_StatesLabel="States"
DlgUIEventKeyBindings_ModifierLabel="Modifiers"
DlgUIEventKeyBindings_RequiredLabel="Required"
DlgUIEventKeyBindings_ExcludedLabel="Excluded"
DlgUIEventKeyBindings_NewKeyLabel="New Key"
DlgUIEventKeyBindings_MenuItem_NewKey="Bind New Input Key"
DlgUIEventKeyBindings_MenuItem_RemoveKey="Unbind Input Key"
DlgUIEventKeyBindings_Tooltip_AvailableKeys="Press the desired key to select it, or hold Ctrl and left-click to select a key using the mouse"
DlgUIEventKeyBindings_ReadOnlyError="'`~' is marked read-only.  Unable to save changes."
DlgUIEventKeyBindings_AddKey_ExistingBindingsError='`~' is already bound to the following aliases for class `~:\n`~\n\nWould you like to continue and bind this key anyway (for example, if you are planning to use a different set of modifier keys)?
DlgUIEventKeyBindings_CloseDialog_ExistingBindingsError=The following input keys are currently bound to multiple input aliases (this message has also been written to the log).  Only the last input alias bound to the corresponding key will work correctly in the game:\n\n`~\n\nWould you like to continue anyway?  Select 'Yes' to save these bindings and continue or 'No' to return to the dialog.
DlgChooseNewKey_Title="Select Input Key"
DlgNewSkin_Title="Create New Skin"
DlgNewSkin_Label_PackageName="Package Name:"
DlgNewSkin_Label_SkinName="Skin Name:"
DlgRenameLayer_Title="Rename Layer"
DlgRenameLayer_Label="Enter the new tag for the Layer"
DlgRenameLayer_Error_EmptyName="You must specify a name for the layer."
DlgRenameWidget_Title="Rename Widget"
DlgRenameWidget_Label="Enter the new tag for the widget"
DlgRenameWidget_Error_EmptyName="You must specify a name for the widget."
DlgRenameWidget_Error_NameInUse="That name is already in use by another widget within the same parent"
DlgRenameScene_Title="Rename Scene"
DlgRenameScene_Label="Enter the new tag for the scene"
DlgRenameScene_Error_EmptyName="You must specify a name for the scene."
DlgRenameScene_Error_NameInUse="That name is already in use by another scene within the same package."
DlgDockingEditor_Title="Docking Editor"
DlgDockingEditor_Label_DockTarget="Left,Top,Right,Bottom"
DlgDockingEditor_ToolTip_DockTarget="Target Widget"
DlgDockingEditor_ToolTip_DockFace="Target Face"
DlgDockingEditor_ToolTip_DockPadding="Padding"
DlgDockingEditor_ToolTip_DockPaddingType="Padding Value Type"
DlgDockingEditor_HelpText_DockTarget="Select the widget this face should be docked to."
DlgDockingEditor_HelpText_DockFace="Choose which face from the target widget should be docked to."
DlgDockingEditor_HelpText_DockPadding="Choose the amount of padding for this face.  Positive values push the docked widget, while negative values pull the docked widget."
DlgDockingEditor_HelpText_DockPaddingType="Controls how the padding value is interpreted.  Percentage values must be between 0 and 1."
StyleBrowser_ToolTip_SkinCombo="Active Skin"
StyleBrowser_ToolTip_SkinButton="Load Skin"
StyleBrowser_HelpText_SkinCombo="Changes the currently active skin.  This affects the appearance of styles assigned to widgets in the scene."
DlgSelectWidget_Title="Select Widget"
DlgSelectWidget_Label="Choose a widget from the list"
UIEditor_AlignToViewport=Align To Viewport
UIEditor_Align_Top=Top
UIEditor_Align_Bottom=Bottom
UIEditor_Align_Left=Left
UIEditor_Align_Right=Right
UIEditor_Align_CenterVertically=Center Vertically
UIEditor_Align_CenterHorizontally=Center Horizontally
Sentinel=Sentinel
DataSource=Data Source
DataSet=Data Set
StatName=Stat Name
ProjWiz_TemplateName_Template1=Empty Project
ProjWiz_TemplateDesc_Template1=An empty project with a single map.  More awesome descriptions about this project type will go here.

[Caption]
ActorBrowser=Actor Classes
LevelBrowser=Levels
ReferencedAssetBrowser=References
LogBrowser=Log
LayerBrowser=Layers
PrimitiveStatsBrowser=Primitive Stats
SceneManager=Scene
TaskBrowser_Caption=Tasks
GameStatsVisualizer_Caption=Game Stats
ContentBrowser_Caption=Content Browser
StartPage_Caption=Documentation
BuildingStatsBrowser=Building Stats
TextureStatsBrowser=Texture Stats

[CommandCategoryNames]
LevelEditor=Level Editor
Matinee=Matinee
Cascade=Cascade
MaterialEditor=Material Editor
Kismet=Kismet
CurveEditor=Curve Editor

[CommandNames]
Matinee_PlayForward=Play Forward
Matinee_PlayReverse=Play Reverse
Matinee_Stop=Stop Playback
Matinee_TogglePlayPause=Toggle Play/Pause
Matinee_ZoomIn=Zoom In
Matinee_ZoomInAlt=Zoom In (Alternate)
Matinee_ZoomOut=Zoom Out
Matinee_ZoomOutAlt=Zoom Out (Alternate)
Matinee_DeleteSelection=Delete Selection
Matinee_Cut=Cut Groups/Tracks
Matinee_Copy=Copy Groups/Tracks
Matinee_Paste=Paste Groups/Tracks
Matinee_Undo=Undo
Matinee_Redo=Redo
Matinee_MarkInSection=Mark Section IN
Matinee_MarkOutSection=Mark Section OUT
Matinee_IncrementPosition=Increment Interpolation Position
Matinee_DecrementPosition=Decrement Interpolation Position
Matinee_MoveToNextKey=Move To Next Key
Matinee_MoveToPrevKey=Move To Previous Key
Matinee_SplitAnimKey=Split Animation Key
Matinee_MoveActiveUp=Select Previous Track
Matinee_MoveActiveDown=Select Next Track
Matinee_AddKey=Add New Key
Matinee_DuplicateSelectedKeys=Duplicate Selected Keys
Matinee_ToggleSnap=Toggle Snap To Keys
Matinee_CropAnimationBeginning=Crop Animation Beginning
Matinee_CropAnimationEnd=Crop Animation End
Matinee_ViewFitSequence=Fit View to Sequence
Matinee_ViewFitSequence_Desc=Zoom the view to fit the entire sequence
Matinee_ViewFitToSelected=Fit View to Selected
Matinee_ViewFitToSelected_Desc=Zoom the view to fit the selected keys
Matinee_ViewFitLoop=Fit View to Loop
Matinee_ViewFitLoop_Desc=Zoom the view to fit the looping section
Matinee_ViewFitLoopSequence=Fit View/Loop to Sequence
Matinee_ViewFitLoopSequence_Desc=Resets the loop markers and zooms the view to fit the entire sequence
Matinee_ViewEndOfTrack=Move to End of Track
Matinee_ViewEndOfTrack_Desc=Moves the view to the end of the currently selected track(s)
Matinee_ChangeKeyInterpModeAUTO=Key Interp Mode AUTO
Matinee_ChangeKeyInterpModeAUTO_Desc=Key Interp Mode AUTO
Matinee_ChangeKeyInterpModeUSER=Key Interp Mode USER
Matinee_ChangeKeyInterpModeUSER_Desc=Key Interp Mode USER
Matinee_ChangeKeyInterpModeBREAK=Key Interp Mode BREAK
Matinee_ChangeKeyInterpModeBREAK_Desc=Key Interp Mode BREAK
Matinee_ChangeKeyInterpModeLINEAR=Key Interp Mode LINEAR
Matinee_ChangeKeyInterpModeLINEAR_Desc=Key Interp Mode LINEAR
Matinee_ChangeKeyInterpModeCONSTANT=Key Interp Mode CONSTANT
Matinee_ChangeKeyInterpModeCONSTANT_Desc=Key Interp Mode CONSTANT
CurveEditor_ChangeInterpModeAUTO=Interp Mode AUTO
CurveEditor_ChangeInterpModeAUTO_Desc=Interp Mode AUTO
CurveEditor_ChangeInterpModeUSER=Interp Mode USER
CurveEditor_ChangeInterpModeUSER_Desc=Interp Mode USER
CurveEditor_ChangeInterpModeBREAK=Interp Mode BREAK
CurveEditor_ChangeInterpModeBREAK_Desc=Interp Mode BREAK
CurveEditor_ChangeInterpModeLINEAR=Interp Mode LINEAR
CurveEditor_ChangeInterpModeLINEAR_Desc=Interp Mode LINEAR
CurveEditor_ChangeInterpModeCONSTANT=Interp Mode CONSTANT
CurveEditor_ChangeInterpModeCONSTANT_Desc=Interp Mode CONSTANT
CurveEditor_FitViewHorizontally=Fit View Horizontally
CurveEditor_FitViewHorizontally_Desc=Zoom the view to fit all content horizontally
CurveEditor_FitViewVertically=Fit View Vertically
CurveEditor_FitViewVertically_Desc=Zoom the view to fit all content vertically
CurveEditor_FitViewToAll=Fit View to All
CurveEditor_FitViewToAll_Desc=Zoom the view to fit all content (horizontally and vertically)
CurveEditor_FitViewToSelected=Fit View to Selected
CurveEditor_FitViewToSelected_Desc=Zoom to fit the selected keys in view

[Lightmass]
UseLightmassButton_Tooltip=Allows you to temporarily override the World Properties setting.
UseErrorColoringButton_Tooltip=Display objects with lighting errors in identifying colors rather than black (Lightmass only).
LightmassError_SupportFP=Lightmass requires a graphics card with support for floating point rendertargets. Aborting!
LightmassError_MissingImportanceVolume=No importance volume found - lighting build will take a long time.
LightmassError_MissingPrecomputedVisibilityVolume=Level has bPrecomputeVisibility enabled but no Precomputed Visibility Volumes, precomputed visibility will not be effective.
LightmassError_EmissiveFracturedMesh=A fractured static mesh had bUseEmissiveForStaticLighting=true, which is not supported on fractured static meshes due to their geometric complexity.
LightmassError_BuildSelected=Building selected actors only, lightmap memory and quality will be sub-optimal until the next full rebuild.
LightmassError_BuildSelectedNothingSelected=Building selected actors and BSP only, but no actors or BSP selected!
LightmassError_ObjectWrappedUVs=Object has wrapping UVs.
LightmassError_ObjectOverlappedUVs=Object has overlapping UVs.
LightmassError_BadLightMapCoordinateIndex=StaticMesh has invalid LightMapCoordinateIndex.
LightmassError_ObjectMultipleDominantLights=Object is affected by multiple dominant lights, each primitive can only be affected by one dominant light at most.
LightmassError_EmissiveMeshHighPolyCount=Object has bUseEmissiveForStaticLighting=true, but a large number of polygons (more than 3000) and will result in a long lighting build.
LightmassError_EmissiveMeshExtremelyHighPolyCount=Object did not create emissive lights even though it had bUseEmissiveForStaticLighting=true due to excessive polycount (more than 5000).

[StaticMeshToolTips]
StaticMeshToolTip_UseSimpleLineCollision=If true, use PhysicsAsset for line collision checks.
StaticMeshToolTip_UseSimpleBoxCollision=If true, use PhysicsAsset for extent (swept box) collision checks.
StaticMeshToolTip_UseSimpleRigidBodyCollision=If true, use simple rigid body collision. FALSE only works on static actors.
StaticMeshToolTip_UseFullPrecisionUVs=If true, use full precision UVs
StaticMeshToolTip_UsedForInstancing=If true, use the mesh for instancing
StaticMeshToolTip_UseMaximumStreamingTexelRatio=If true, use a less-conservative method of mip LOD texture factor computation.  Requires mesh to be resaved to take effect as algorithm is applied on save
StaticMeshToolTip_PartitionForEdgeGeometry=If true, this mesh can be processed by the Edge Geometry system on the Playstation 3.
StaticMeshToolTip_CanBecomeDynamic=If true, this mesh can become dynamic when shot or otherwise given an impulse.
StaticMeshToolTip_LightMapResolution=The light map resolution
StaticMeshToolTip_LightMapCoordinateIndex=The light map coordinate index
StaticMeshToolTip_LODDistanceRatio=LOD distance ratio for this mesh.  The default value of 1 means that each transition will happen at increments of LODMaxRange / NumLODs distance from the camera.
StaticMeshToolTip_LODMaxRangeRatio=Distance in world space units to the end of the LOD transitions
StaticMeshToolTip_StreamingDistanceMultiplier=Allows adjusting the desired resolution of streaming textures that uses UV 0.  1.0 is the default, whereas a higher value increases the streamed-in resolution.

[AnalyzeCookedContentCommandlet]
HelpDescription="Displays statistics about cooked packages, such as the total disk space used by each type of asset or assets which are duplicated in multiple packages."
HelpUsage="gamename.exe AnalyzeCookedContent"

[AnalyzeCookedPackagesCommandlet]
HelpDescription="@todo"
HelpUsage="gamename.exe AnalyzeCookedPackages"

[AnalyzeContentCommandlet]
HelpDescription="this will print out an overview of the content the packages listed to the cmd prompt (c.f. AnalyzeReferencedContent for getting more in depth stats)"
HelpUsage="gamename.exe AnalyzeContent <list of packages>"

[AnalyzeReferencedContentCommandlet]
HelpDescription="this dump a number of .cvs with an overview of all content in the game"
HelpUsage="gamename.exe AnalyzeReferencedContent <list of packages>"
HelpParamNames[0]="-MAPSONLY"
HelpParamDescriptions[0]="Only load up maps and thereby only the content referenced in those maps"
HelpParamNames[1]="-EXCLUDESCRIPT"
HelpParamDescriptions[1]="Do not analyze script referenced objects"
HelpParamNames[2]="-EXCLUDENONNATIVESCRIPT"
HelpParamDescriptions[2]="Do not analyze non native script referenced objects (e.g. useful for seeing what will always be loaded)"
HelpParamNames[3]="-LOADSUBLEVELS"
HelpParamDescriptions[3]="Load sub levels if exists"
HelpParamNames[4]="-TESTSPECULARTEXTURE"
HelpParamDescriptions[4]="Test to see if unique specular texture is used for materials. This could conflict with instruction count, so use this as a separate pass."
HelpParamNames[5]="-IGNORESTATICMESH"
HelpParamDescriptions[5]="Ignore StaticMesh"
HelpParamNames[6]="-IGNORESMC"
HelpParamDescriptions[6]="Ignore StaticMeshComponent"
HelpParamNames[7]="-IGNORESTATICMESHACTOR"
HelpParamDescriptions[7]="Ignore StaticMeshActor"
HelpParamNames[8]="-IGNORETEXTURE"
HelpParamDescriptions[8]="Ignore Texture"
HelpParamNames[9]="-IGNOREMATERIAL"
HelpParamDescriptions[9]="Ignore Material"
HelpParamNames[10]="-IGNOREPARTICLE"
HelpParamDescriptions[10]="Ignore Particle"
HelpParamNames[11]="-IGNOREANIMS"
HelpParamDescriptions[11]="Ignore AnimSequence"
HelpParamNames[12]="-IGNORESOUNDCUE"
HelpParamDescriptions[12]="Ignore SoundCue"
HelpParamNames[13]="-IGNOREBRUSH"
HelpParamDescriptions[13]="Ignore Brush"
HelpParamNames[14]="-IGNORELEVEL"
HelpParamDescriptions[14]="Ignore Level"
HelpParamNames[15]="-IGNORESHADOWMAP"
HelpParamDescriptions[15]="Ignore ShadowMap"
HelpParamNames[16]="-IGNOREFACEFX"
HelpParamDescriptions[16]="Ignore FaceFX"

[AnalyzeReferencedObjectCommandlet]
HelpDescription="This dump .cvs file with actors reference information by spawning this actor."
HelpUsage="gamename.exe AnalyzeReferencedObject <Class of Actor>"
HelpParamNames[0]="-LOADCHILDCLASSES"
HelpParamDescriptions[0]="Load all child classes of the given actor. For example, if you have Weapon as parameter, it will load all child class of Weapon that can be created."

[AnalyzeScriptCommandlet]
HelpDescription="Analyzes all Unrealscript .u files and generates a list of potential optimizations."
HelpUsage="gamename.exe AnalyzeScript"

[BatchExportCommandlet]
HelpDescription="Export objects in bulk from Unreal packages to various formats"
HelpUsage="gamename.exe BatchExport <package.ext> <classname> <export_ext> [dest_path_name]"
HelpWebLink="https://udn.epicgames.com/bin/view/Three/BatchExportCommandlet"
HelpParamNames[0]="package.ext"
HelpParamDescriptions[0]="Package whose objects you wish to export"
HelpParamNames[1]="classname"
HelpParamDescriptions[1]="Class of object to export"
HelpParamNames[2]="export_ext"
HelpParamDescriptions[2]="File extension to export to"
HelpParamNames[3]="dest_path_name"
HelpParamDescriptions[3]="Path to export files to."

[CompareLocCommandlet]
HelpDescription="Displays all differences between english localization files and their counterparts in another language."
HelpUsage="gamename CompareLoc <lang_ext>"
HelpParamNames[0]="lang_ext"
HelpParamDescriptions[0]="Extension of the language to compare the english files against"

[ConformCommandlet]
HelpDescription="Makes two versions of the same package network compatible"
HelpUsage="gamename.exe conform existing_file.ext old_file.ext"
HelpParamNames[0]="existing_file.ext"
HelpParamDescriptions[0]="Existing binary file to load, conform, and save."
HelpParamNames[1]="old_file.ext"
HelpParamDescriptions[1]="Old file to make source file binary compatible with."

[CookPackagesCommandlet]
HelpDescription="Resaves packages so that they can be loaded on a console."
HelpUsage="gamename.exe CookPackages -Platform=<PlatformName> [packagename.ext...] [Switches]"
HelpWebLink="https://udn.epicgames.com/bin/view/Three/CookPackagesXenonCommandlet"
HelpParamNames[0]="[packagename.ext]"
HelpParamDescriptions[0]="Optional package name. If specified, only this package and its dependencies packages will be cooked.  Multiple package names should be separated by spaces."
HelpParamNames[1]="-Full"
HelpParamDescriptions[1]="Recooks all packages. Deletes all packages in the cooked directory first."
HelpParamNames[2]="-SkipMaps"
HelpParamDescriptions[2]="Skip cooking of map packages."
HelpParamNames[3]="-AlwaysRecookMaps"
HelpParamDescriptions[3]="Force recook of map packages, regardless of whether they've changed or not."
HelpParamNames[4]="-AlwaysRecookScript"
HelpParamDescriptions[4]="Force recook of script packages, regardless of whether they've changed or not."
HelpParamNames[5]="-InisOnly"
HelpParamDescriptions[5]="Indicates that only the .ini files should be cooked."
HelpParamNames[6]="-SHA"
HelpParamDescriptions[6]="Generates a hash file which contains the names and expected sizes of all cooked packages."
HelpParamNames[7]="-SkipSavingMaps"
HelpParamDescriptions[7]="Specifies that map packages should be processed but not saved (useful when cooking localized packages)."
HelpParamNames[8]="-AlwaysRecookScript"
HelpParamDescriptions[8]="Force recook of script packages, regardless of whether they've changed or not."
HelpParamNames[9]="-SkipNotRequiredPackages"
HelpParamDescriptions[9]="Skip cooking of packages not required for startup (useful when cooking localized packages)."
HelpParamNames[10]="-CookAllNonMapPackages"
HelpParamDescriptions[10]="Indicates that all packages should be cooked (default behavior is to cook only packages used by any maps being cooked)."
HelpParamNames[11]="-RemoveStaticMeshActors"
HelpParamDescriptions[11]="Indicates that StaticMeshActors should be removed from cooked packages (overrides the value of the bCookOutStaticMeshActors line from the Engine.StaticMeshCollectionActor section of the XenonEngine.ini)."
HelpParamNames[12]="-KeepStaticMeshActors"
HelpParamDescriptions[12]="Indicates that StaticMeshActors should NOT be removed from cooked packages (overrides the value of the bCookOutStaticMeshActors line from the Engine.StaticMeshCollectionActor section of the XenonEngine.ini)."
HelpParamNames[13]="-RemoveStaticLights"
HelpParamDescriptions[13]="Indicates that static Light actors should be removed from cooked packages (overrides the value of the bCookOutStaticLightActors line from the Engine.StaticLightCollectionActor section of the XenonEngine.ini)."
HelpParamNames[14]="-KeepStaticLights"
HelpParamDescriptions[14]="Indicates that static Light actors should NOT be removed from cooked packages (overrides the value of the bCookOutStaticLightActors line from the Engine.StaticLightCollectionActor section of the XenonEngine.ini)."
HelpParamNames[15]="-AnalyzeReferencedContent"
HelpParamDescriptions[15]="This analyzes referenced content during cooking process and outputs CSV file. For now, it only does FaceFX when it uses cooking within persistent map. (Also look at AnalyzeReferenceContent commandlet)"
HelpParamNames[16]="PlatformName"
HelpParamDescriptions[16]="Determines the format of the cooked data.  Valid values are: PS3, Xenon or Xbox360, PC or Win32"

[CreateDefaultStyleCommandlet]
HelpDescription="Creates a package containing the default UISkin"
HelpUsage="gamename.exe createdefaultstyle"

[CutDownContentCommandlet]
HelpDescription="Removes unused content from packages.   Processed packages are output to the UnrealEngine3/CutdownPackages/Packages/ directory"
HelpUsage="gamename.exe cutdowncontent <package.ext> [package.ext...]"
HelpParamNames[0]="package.ext"
HelpParamDescriptions[0]="The name of the package to process.  Multiple packages can be specified on the commandline by separating each package name with a space"

[DeleteQuarantinedContentCommandlet]
HelpDescription="Removes quarantined objects from packages.  Packages will be resaved once all quarantined, non-referenced, objects are removed.  Package lists are generated by doing a query of the GAD."
HelpUsage="gamename.exe DeleteQuarantinedContent [Optional Switches]"
HelpParamNames[0]="-SkipFails"
HelpParamDescriptions[0]="Will allow the commandlet to continue if it encounters an error processing one of the packages."
HelpParamNames[1]="-SkipCheckout"
HelpParamDescriptions[1]="Will prevent the commandlet from checking out packages if they are read-only."
HelpParamNames[2]="-SkipRefChecks"
HelpParamDescriptions[2]="Referenced objects cannot be safely deleted. This switch will speedup the commandlet by disabling reference checking. The RF_Standalone flag will be cleared on the object but the user will not be warned and the GC will not remove it."
HelpParamNames[3]="-ShowReferences"
HelpParamDescriptions[3]="Will display object references when a referenced object can not be deleted.  This switch will not work if -SkipRefChecks is used."

[DiffPackagesCommandlet]
HelpDescription="Compares the property values of two packages (optionally against a common base) and prints out the differences"
HelpUsage="gamename DiffPackages <first_packagename> <second_packagename> [-ancestor=<ancestor_packagename>] [-full | -most]"
HelpParamNames[0]="first_packagename"
HelpParamDescriptions[0]="The name of the first package to compare.  Can be just the package name, a relative pathname, or an absolute path name.  A qualified pathname is required when the package is outside the game directory or when comparing two packages with the same name but different locations."
HelpParamNames[1]="second_packagename"
HelpParamDescriptions[1]="The name of the second package to compare.  Can be just the package name, a relative pathname, or an absolute path name.  A qualified pathname is required when the package is outside the game directory or when comparing two packages with the same name but different locations."
HelpParamNames[2]="ancestor=ancestor_packagename"
HelpParamDescriptions[2]="When performing three-way comparisons, the name of the common ancestor to compare the two versions of the package against.  Can be just the package name, a relative pathname, or an absolute path name.  A qualified pathname is required when the package is outside the game directory or when comparing two packages with the same name but different locations."
HelpParamNames[3]="-full"
HelpParamDescriptions[3]="Indicates that all properties should be considered in the comparison.  Without this switch, properties declared in Object.uc and non-editable are ignored."
HelpParamNames[4]="-most"
HelpParamDescriptions[4]="Indicates that all properties except those declared in Object.uc should be considered in the comparison.  Without this switch, non-editable properties are ignored."
HelpParamNames[5]=""
HelpParamDescriptions[5]=
HelpParamNames[6]=""
HelpParamDescriptions[6]=

[DumpEmittersCommandlet]
HelpDescription="Particle system information dump - identifies emitters and their modules"
HelpUsage=""
HelpParamNames[0]=""
HelpParamDescriptions[0]=""
HelpParamNames[1]=""
HelpParamDescriptions[1]=""

[ExamineOutersCommandlet]
HelpDescription="Displays the Outer for all subobjects in all packages, in a table view format"
HelpUsage="gamename.exe ExamineOuters"
HelpWebLink="https://udn.epicgames.com/bin/view/Three/ExamineOutersCommandlet"

[ExportLocCommandlet]
HelpDescription="Exports localized property values for the specified package"
HelpUsage="gamename ExportLoc <package_name | -full> [-LanguageForCooking=<lang_ext>]"
HelpParamNames[0]="package_name"
HelpParamDescriptions[0]="the name of the package to export localized text for"
HelpParamNames[1]="-FULL"
HelpParamDescriptions[1]="uses the list of loc files in the localization directory to build a list of package names to export"
HelpParamNames[2]="-LanguageForCooking=<lang_ext>"
HelpParamDescriptions[2]="Specfies the language to export property values for; overrides the language setting configured in the Engine.ini"

[FindQuestionableTextures]
HelpDescription="Looks at all packages and prints out the textures with \"spec\" in their name that do NOT have an LODBias of 2"
HelpUsage="gamename.exe FindQuestionableTextures <param>"
HelpParamNames[0]="LOADMAPS"
HelpParamDescriptions[0]="Whether to check maps or not"
HelpParamNames[1]="VERBOSE"
HelpParamDescriptions[1]="Whether to list all of the packages it is processing"

[FindSoundCuesWithMissingGroups]
HelpDescription="Looks at all packages and prints out the SoundCues which do not have Sound Groups assigned to them"
HelpUsage="gamename.exe FindSoundCuesWithMissingGroups"

[DumpShadersCommandlet]
HelpDescription="Dumps shader data from the supplied global shader or material into Engine/Shaders."
HelpUsage="gamename DumpShaders platform=<platform> [globalshader=<shadertype>] [material=<materialname>]"
HelpParamNames[0]="platform"
HelpParamDescriptions[0]="Platform is ps3, xenon, allpc, pc_sm3"

[FixupRedirectsCommandlet]
HelpDescription="@todo"
HelpUsage="gamename.exe FixupRedirects"

[ListCorruptedComponentsCommandlet]
HelpDescription="Displays components which have been corrupted in some way (incorrect Outer, incorrect ObjectArchetype, etc.) for all packages."
HelpUsage="gamename.exe ListCorruptedComponents [-checkver]"
HelpParamNames[0]="checkver"
HelpParamDescriptions[0]="Indicates that only those packages that were saved with a package version earlier than the current package version should be checked"

[ListPackagesReferencingCommandlet]
HelpDescription="Displays a list of all packages which reference a particular package or asset."
HelpUsage="gamename.exe ListPackagesReferencing <package[.ext] | Asset.Path.Name>"
HelpParamNames[0]="package.ext"
HelpParamDescriptions[0]="The package name to find references to (extension is optional)"
HelpParamNames[1]="Asset.Path.Name"
HelpParamDescriptions[1]="The fully qualified pathname for the asset to search for references to"

[ListScriptReferencedContentCommandlet]
HelpDescription="Lists all content referenced by defaultproperties of Unrealscript classes."
HelpUsage="gamename.exe ListScriptReferencedContent"

[LoadPackageCommandlet]
HelpDescription="Loads the specified packages.  Used for debugging and/or detecting missing resources."
HelpUsage="gamename.exe LoadPackage <package.ext [package.ext...]|-all>"
HelpParamNames[0]="package.ext"
HelpParamDescriptions[0]="The name of the package/s to load."
HelpParamNames[1]="-all"
HelpParamDescriptions[1]="Indicates that all packages should be loaded."

[MakeCommandlet]
HelpDescription="Compiles Unrealscript source (.uc files) into Unreal packages (.u files) for any packages which are out of date."
HelpUsage="gamename.exe make [-switch...] [parm=value...]"
HelpParamNames[0]="-full"
HelpParamDescriptions[0]="Forces all packages to be recompiled, even if they are not out of date."
HelpParamNames[1]="-nodelete"
HelpParamDescriptions[1]="Do not delete dependent packages which are not out of date.  The default behavior is to rebuild any packages which occur after a package that is out of date in the EditPackages list."
HelpParamNames[2]="-debug"
HelpParamDescriptions[2]="Includes debugging information in the compiled binaries.  This is required in order to use the UnrealScript debugger."
HelpParamNames[3]="-auto"
HelpParamDescriptions[3]="Automatically checks out any autogenerated headers that need to be updated, without prompting.  Suppresses all prompts generated by the script compiler which are related to exporting autogenerated header files."
HelpParamNames[4]="-unattended"
HelpParamDescriptions[4]="Suppresses all prompts generated during the build by automatically answering \"Yes\"."
HelpParamNames[5]="-silent"
HelpParamDescriptions[5]="Similar to unattended, except that all build output (logging, etc.) is also suppressed."
HelpParamNames[6]="-silentbuild"
HelpParamDescriptions[6]="Suppresses all script compiler status messages from being displayed in the console output window."
HelpParamNames[7]="-noconform"
HelpParamDescriptions[7]="Script packages are normally automatically conformed (see help for the ConformCommandlet) if a package with the same name exists in the auto-conform directory (which can be different for each game)"
HelpParamNames[8]="-WarningsAsErrors"
HelpParamDescriptions[8]="Treats all script compilation warnings as errors, causing the build to fail"
HelpParamNames[9]="-intermediate"
HelpParamDescriptions[9]="Script preprocessor: outputs the post-processed versions of all unrealscript files to the preprocessor's intermediate directory, as specified by the ProcessedFileDirectory value in the preprocessor.  Useful for debugging UnrealScript macros."
HelpParamNames[10]="-nopreprocess"
HelpParamDescriptions[10]="Prevents the preprocessor from processing any UnrealScript macros.  This is useful only for debugging, as it will generally cause your script to fail to compile at all."

[MergePackagesCommandlet]
HelpDescription="Combines two unrealscript packages into a single package."
HelpUsage="gamename.exe MergePackages <source_package.ext> <dest_package.ext>"
HelpParamNames[0]="source_package.ext"
HelpParamDescriptions[0]="The name of the first package to merge"
HelpParamNames[1]="dest_package.ext"
HelpParamDescriptions[1]="The name of the second package to merge.  All objects from source_package which do not exist in dest_package will be copied into this package."

[MergeConflictingPackagesCommandlet]
HelpDescription="Combines two unrealscript packages of the same name into a single package."
HelpUsage="gamename.exe MergeConflictingPackages <source_packagename> <dest_packagename>"
HelpParamNames[0]="source_packagename"
HelpParamDescriptions[0]="The name of the first package to merge.  Can be just the package name, a relative pathname, or an absolute path name.  A qualified pathname is required when the package is outside the game directory or when comparing two packages with the same name but different locations."
HelpParamNames[1]="dest_packagename"
HelpParamDescriptions[1]="The name of the second package to merge.  Can be just the package name, a relative pathname, or an absolute path name.  A qualified pathname is required when the package is outside the game directory or when comparing two packages with the same name but different locations."

[PatchCommandlet]
HelpDescription="Generates an UnrealScript bytecode patch for all script files."
HelpUsage="gamename run PatchCommandlet [PackageWildcard] [CurrentPackageLocation] [OriginalPackageLocation] [-NonIntel -NoSummary]"
HelpParamNames[0]="PackageWildcard"
HelpParamDescriptions[0]="Name or wildcard (i.e. *.u) for the package/s you wish to create the patch for.  If not specified, '*.u' is used."
HelpParamNames[1]="CurrentPackageLocation"
HelpParamDescriptions[1]="The path for the folder containing the current version of the packages.  If not specified, '../GameName/Script/' is used."
HelpParamNames[2]="OriginalPackageLocation"
HelpParamDescriptions[2]="The path for the folder containing the original version of the packages.  If not specified, '../GameName/ScriptOriginal/' is used."
HelpParamNames[3]="NonIntel"
HelpParamDescriptions[3]="Indicates that the patch data should be generated in little-endian format."
HelpParamNames[4]="NoSummary"
HelpParamDescriptions[4]="Suppresses the summary information that is generated at the end of the process."

[PerformMapCheckCommandlet]
HelpDescription="Checks maps for errors or specific types of object references"
HelpUsage="gamename run PerformMapCheck [mapname.ext] [-switches...]"
HelpParamNames[0]="mapname.ext"
HelpParamDescriptions[0]="Optional map name to check.  Wildcards are accepted."
HelpParamNames[1]="-StaticRefs"
HelpParamDescriptions[1]="Instead of performing a full map check, indicates that only references to StaticMeshActors and static Light actors should be reported."
HelpParamNames[2]="-ObjectNames"
HelpParamDescriptions[2]="Print the path name for all referenced StaticMeshActors and static Light actors to the console window (only relevant when using -StaticRefs)."
HelpParamNames[3]="-LogObjectNames"
HelpParamDescriptions[3]="Same as -ShowObjectNames, except that the names of the referenced objects is written only to the log, not the console window. (useful for speeding up the commandlet when processing maps with large number of these actors)"
HelpParamNames[4]="-ShowReferencers"
HelpParamDescriptions[4]="Writes the path names of all objects which reference StaticMeshActors and static Light actors to the log (only relevant when using -StaticRefs)."

[PerformTerrainMaterialDumpCommandlet]
HelpDescription="Dumps out terrain material usage information"
HelpUsage="gamename run PerformTerrainMaterialDump [mapname.ext] [-switches...]"
HelpParamNames="mapname.ext"
HelpParamDescriptions="Optional map name to check.  Wildcards are accepted."

[PkgInfoCommandlet]
HelpDescription="Display information about the resources contained within one or more packages"
HelpUsage="gamename.exe pkginfo <package.ext> [package.ext...] [-switches...]"
HelpParamNames[0]="package.ext"
HelpParamDescriptions[0]="The name of the package/s to display resource information for."
HelpParamNames[1]="-names"
HelpParamDescriptions[1]="Displays information about the name table for the specified package/s"
HelpParamNames[2]="-imports"
HelpParamDescriptions[2]="Displays the external resources which are referenced by the objects contained in the specified package/s (ImportTable)"
HelpParamNames[3]="-exports"
HelpParamDescriptions[3]="Displays the resources which are contained in the specified package/s (ExportTable)"
HelpParamNames[4]="-simple"
HelpParamDescriptions[4]="Only relevant when used in combination with the -exports flag.  Causes only the name and size to be displayed, rather the full information for each export."
HelpParamNames[5]="-all"
HelpParamDescriptions[5]="Displays all data contained by the packge - essentially the same as specifying all three types on the command-line (-imports -exports -names)"

[ResavePackagesCommandlet]
HelpDescription="Resaves all packages which are not marked read-only."
HelpUsage="gamename.exe ResavePackages [-switches...]"
HelpParamNames[0]="-SKIPFAILS"
HelpParamDescriptions[0]="Skip the assert when a package can not be opened"
HelpParamNames[1]="-VERIFY"
HelpParamDescriptions[1]="Load all packages, and display warnings for those packages which would have been resaved but were read-only or could not otherwise be saved."
HelpParamNames[2]="-OnlySaveDirtyPackages"
HelpParamDescriptions[2]="Indicates that only packages which are marked dirty should be resaved.  This is normally used for easily eliminating compatibility or fixup patches in the loading code (provided that the patch marks the package dirty)."
HelpParamNames[3]="-AutoCheckOutPackages"
HelpParamDescriptions[3]="Automatically checks out read-only packages which need to be resaved."
HelpParamNames[4]="-MINVER=##"
HelpParamDescriptions[4]="Indicates that only packages with a package version higher than ## should be resaved."
HelpParamNames[5]="-MAXVER=##"
HelpParamDescriptions[5]="Indicates that only packages with a package version lower than ## should be resaved."
HelpParamNames[6]="-CHECKVER"
HelpParamDescriptions[6]="Indicates that only packages that have a package version lower than the current package version should be resaved."
HelpParamNames[7]="-SavePackagesThatHaveFailedLoads"
HelpParamDescriptions[7]="if a package (when loaded) results in FailedLoad errors then we want to resave this package  (this is useful for removing a class or package and automatically removing all references to/from the worldstate)"
HelpParamNames[8]="-cleanclasses"
HelpParamDescriptions[8]="Removes any Class objects from packages which are not script packages."
HelpParamNames[9]="-instancemissingsubobjects"
HelpParamDescriptions[9]="Instances subobjects for any existing objects with subobject properties whose values point to the default object."
HelpParamNames[10]="-SkipMaps"
HelpParamDescriptions[10]="Does not attempt to load any maps"

[ScaleAudioVolumeCommandlet]
HelpDescription="Scales the volume of audio data across all packages"
HelpUsage="gamename.exe scaleaudiovolume <volumescale>"
HelpParamNames[0]="volumescale"
HelpParamDescriptions[0]="The amount to scale the audio by.  For example, specifying 1.1 makes all audio volumes 10 percent louder"

[SetPackageFlagsCommandlet]
HelpDescription="Sets certain allowed package flags on the specified package(s)"
HelpUsage="gamename.exe SetPackageFlags <package/wildcard> <flag1=value> <flag2=value>..."
HelpParamNames[0]="package/wildcard"
HelpParamDescriptions[0]="The package(s) to modify flags for"
HelpParamNames[1]="flagX=value"
HelpParamDescriptions[1]="List of flags to modify and the desired value (true or false). Supported flags: ServerSideOnly, ClientOptional, AllowDownload"

[ShowObjectCountCommandlet]
HelpDescription="Displays the number of objects of the specified class in each package."
HelpUsage="gamename.exe ShowObjectCount <package.classname> [package.classname package.classname ...] [-switches...]"
HelpParamNames[0]="package.classname"
HelpParamDescriptions[0]="The full pathname for the class to search for, e.g. Engine.LightComponent"
HelpParamNames[1]="-ExactClass"
HelpParamDescriptions[1]="Indicates that only objects that have this class should be counted.  Default behavior is to also count objects of derived classes of the specified class."
HelpParamNames[2]="-IncludeScript"
HelpParamDescriptions[2]="Indicates that packages which contain unrealscript (usually only .u packages) should be searched as well."
HelpParamNames[3]="-IncludeCooked"
HelpParamDescriptions[3]="Indicates that packages which have been cooked for a console platform should be searched as well."
HelpParamNames[4]="-CookedOnly"
HelpParamDescriptions[4]="Indicates that only those packages which have been cooked for a console platform should be searched."
HelpParamNames[5]="-SkipClientOnly"
HelpParamDescriptions[5]="Indicates that any objects which are only configured to load only on the client should be ignored."
HelpParamNames[6]="-SkipServerOnly"
HelpParamDescriptions[6]="Indicates that any objects which are only configured to load only on the server should be ignored."
HelpParamNames[7]="-SkipEditorOnly"
HelpParamDescriptions[7]="Indicates that any objects which are only configured to load only in the editor should be ignored."
HelpParamNames[8]="-IgnoreWriteable"
HelpParamDescriptions[8]="Indicates that only read-only packages should be checked (useful for avoiding old test packages which might crash the commandlet)"
HelpParamNames[9]="-IgnoreMaps"
HelpParamDescriptions[9]="Indicates that map pacakges should be skipped (speeds execution when the object you wish to list cannot be placed in maps)"
HelpParamNames[10]="-ObjectNames"
HelpParamDescriptions[10]="Displays the full path name for all objects found by the commandlet"

[ShowStylesCommandlet]
HelpDescription="Display information about all UI styles contained in a UISkin package"
HelpUsage="gamename.exe ShowStyles <package.ext> [package.ext package.ext ...]"
HelpParamNames[0]="package.ext"
HelpParamDescriptions[0]="The name of the package(s) to display data for. e.g. DefaultUISkin.upk.  Wildcards are accepted."

[ShowTaggedPropsCommandlet]
HelpDescription="Displays the property names and values that were saved into the specified package"
HelpUsage="gamename.exe ShowTaggedProps <package.ext> <classname> [PropertyName,PropertyName...]"
HelpParamNames[0]="package.ext"
HelpParamDescriptions[0]="The name of the package to display data for. e.g. EditorResources.upk"
HelpParamNames[1]="classname"
HelpParamDescriptions[1]="The full pathname for the class to display serialized data for, e.g. Engine.LightComponent"
HelpParamNames[2]="PropertyName"
HelpParamDescriptions[2]="Allows you to filter which property values are displayed.  Multiple properties are delimited by commas."

[SetTextureLODGroupCommandlet]
HelpDescription="Sets the correct texture LOD group on the texture based on the package.group.object name"
HelpUsage="gamename SetTextureLOD <params>"
HelpParamNames[0]="LOADMAPS"
HelpParamDescriptions[0]="Whether to check maps or not"
HelpParamNames[1]="VERBOSE"
HelpParamDescriptions[1]="Whether to list all of the packages/textures it is processing"
HelpParamNames[2]="AutoCheckOutPackages"
HelpParamDescriptions[2]="Whether to autocheck out packages that need to be changed"

[CompressAnimationsCommandlet]
HelpDescription="Compresses all animations."
HelpUsage="gamename CompressAnimations <params>"
HelpParamNames[0]="-LOADMAPS"
HelpParamDescriptions[0]="Whether to check maps or not"
HelpParamNames[1]="-AutoCheckOutPackages"
HelpParamDescriptions[1]="Whether to autocheck out packages that need to be changed"
HelpParamNames[2]="-VERBOSE"
HelpParamDescriptions[2]="Whether to list all of the packages it is processing"
HelpParamNames[3]="-SKIPREADONLY"
HelpParamDescriptions[3]="Whether to skip read only packages"
HelpParamNames[4]="-Analyze"
HelpParamDescriptions[4]="Don't compress, just report potential candidates for optimization."

[FixAdditiveReferencesCommandlet]
HelpDescription="Scans all animations, and fixes Additive Animation references."
HelpUsage="gamename FixAdditiveReferences <params>"
HelpParamNames[0]="-ANALYZE"
HelpParamDescriptions[0]="Don't do any fix up work, just report issues."
HelpParamNames[1]="-AutoCheckOutPackages"
HelpParamDescriptions[1]="Whether to autocheck out packages that need to be changed."
HelpParamNames[2]="-VERBOSE"
HelpParamDescriptions[2]="Log advanced information when processing."
HelpParamNames[3]="-SKIPREADONLY"
HelpParamDescriptions[3]="Whether to skip read only packages. To only work on given packages, to go faster."

[StripSourceCommandlet]
HelpDescription="Removes source code from compiled script packages"
HelpUsage="gamename.exe stripsource <packagename>.u"
HelpParamNames[0]="packagename"
HelpParamDescriptions[0]="The name of the script package to strip source code from.  Wildcards are not currently supported here."

[TestCompressionCommandlet]
HelpDescription=""
HelpUsage=""
HelpParamNames[0]=""
HelpParamDescriptions[0]=""
HelpParamNames[1]=""
HelpParamDescriptions[1]=""

[UnitTestCommandlet]
HelpDescription="Allows unit tests to be run via commandlet"
HelpUsage="gamename unittest <param/testname> <testname2> <testnameN>"
HelpParamNames[0]="-ALL"
HelpParamDescriptions[0]="Attempt to run all unit tests which are valid on the current application configuration"