I am not having the same issue. I am able to get the FText assignments from code files and Blueprints.
Here is a screenshot of my settings for Localization Dashboard:
Here is the collected words and output:
# Game English (United States) translation.
# Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#
msgid ""
msgstr ""
"Project-Id-Version: Game\n"
"POT-Creation-Date: 2016-08-25 19:51\n"
"PO-Revision-Date: 2016-08-25 19:51\n"
"Language-Team: \n"
"Language: en-US\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
#. Key: 8537366545C03CF4537428A16025258F
#. SourceLocation: /Game/ThirdPersonCPP/Blueprints/TestingActor.Default__TestingActor_C.Location
#: /Game/ThirdPersonCPP/Blueprints/TestingActor.Default__TestingActor_C.Location
msgid "England"
msgstr "England"
#. Key: 9B26DDB74AE7B80952669EA2061B2B67
#. SourceLocation: /Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter.Default__ThirdPersonCharacter_C.Location
#: /Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter.Default__ThirdPersonCharacter_C.Location
msgid "United States"
msgstr "United States"
#. Key: Location
#. SourceLocation: Source/AH475729/AH475729Character.cpp:40
#: Source/AH475729/AH475729Character.cpp:40
msgctxt "AAH475729"
msgid "Australia"
msgstr "Australia"
The first two are from two different Blueprints with simple Text variables with default values. The third one, “Australia” is in my Character class and is assigned as such:
[.h]
UPROPERTY( BlueprintReadWrite, Category = "Character | Location" )
FText InheritedLocation;
[.cpp]
InheritedLocation = NSLOCTEXT("AAH475729", "Location", "Australia");
If you have anymore information, please post it.