When creating user facing interface with text, one of the annoying things in terms of creating a logic is making sure that we update the text labels based on the number. Here is how to make it easy.
Readers should take care when dealing with localization and plurality. Pluralization is a tricky topic for some languages as you don't have just "single / plural" form of words, but you need to have "Zero / One / Two / Few / Many / Other" to cover most languages. Luckily FormatText supports all of these (see Internationalization\TextFormatArgumentModifier.cpp) but you still need to take it into account when localizing.
You might notice that most AAA games don't even bother, and all instances of user-facing text where you receive a certain amount of anything will instead be in the form of "Singular xCount", like "Sword x2" and "Potion x10". This is usually what I recommend UX designers to do for game projects.
Readers should take care when dealing with localization and plurality. Pluralization is a tricky topic for some languages as you don't have just "single / plural" form of words, but you need to have "Zero / One / Two / Few / Many / Other" to cover most languages. Luckily FormatText supports all of these (see Internationalization\TextFormatArgumentModifier.cpp) but you still need to take it into account when localizing.
You might notice that most AAA games don't even bother, and all instances of user-facing text where you receive a certain amount of anything will instead be in the form of "Singular xCount", like "Sword x2" and "Potion x10". This is usually what I recommend UX designers to do for game projects.