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Fixes a path issue with when the loc module loads #1

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6 changes: 5 additions & 1 deletion Source/BYGLocalization/Private/BYGLocalizationModule.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,11 @@ void FBYGLocalizationModule::ReloadLocalizations()

// GameStrings is the ID we use for our currently-used string table
// For example it could be French if the player has chosen to use French
const FString Filename = Loc->GetFileWithPathFromLanguageCode( Settings->PrimaryLanguageCode );
FString Filename = Loc->GetFileWithPathFromLanguageCode( Settings->PrimaryLanguageCode );

// Remove any project paths from the filename because Internal_LocTableFromFile will factor them in
Filename = Filename.Replace( TEXT( "/Game/" ), TEXT("") );

StringTableIDs.Add( FName( *Settings->StringtableID ) );
FStringTableRegistry::Get().Internal_LocTableFromFile( StringTableIDs[ 0 ], Settings->StringtableNamespace, Filename, FPaths::ProjectContentDir() );

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