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