asset localization issue

i created a umg which contains a image widget for test. The native culture of my project is en.
i select the source texture and create localized asset for zh. then i start a standalone game, switch culture to zh and reopen the level. the text changed as expected. but the asset is still loaded with culture en.
i checked the L10N dir. the asset of zh culture was created successfully.

i really have no idea with it. btw, the engine version of my project is UE5.5. it would be appreciated if you can help me with this issue, thx. :smiling_face:

:smiling_face_with_tear: ask for supporting

Hey there @DadaGung! Just to make sure I understand the issue correctly. When you change the culture, the text changes, but the localized images or other assets do not?

Yes. Thanks for your reply. i have figured out it. there is a bug now in UE 5.5. And it will be fixed at UE 5.6.
https://issues.unrealengine.com/issue/UE-235288

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Hi there. I have exact same issue after migration 5.4 to 5.6. I see the issue UE-235288 is marked as fixed. but bug is still present. Is there any other workaround except “-NoZenLoader” which actually works, but I would like to avoid using it in production.
Thanks!

Hey there @Fenyx_Invincible! The 5.6 release should have resolved it, however if the PR itself didn’t make it in until 5.6.1 you could implement it yourself by grabbing it from here before the patch comes out:

https://github.com/EpicGames/UnrealEngine/commit/9528de8ab3fea24cb453f269e61785ba6173792d

You do need Unreal Engine Github access if you’ve never linked your account before.

Thank you for response!
I’ve checked the PR and it’s related to editor.
All sections is this PR in #if WITH_EDITOR blocks and will not affect shipped builds.
My issue occurs in packed already released game and that is the issue ((( And I can not downgrade it back to 5.4 as lot of changes were made before I find this…

Ahhh that’s unfortunate! Though it might provide a helpful hint in implementing the change for runtime as well. I would definitely report the issue again referencing the original issue and the current fix commit CL 39404195.

https://www.unrealengine.com/en-US/support/report-a-bug

Thank you )) I already reported this bug week of two ago (Case # 20150636), but have not recieved any feedback yet. So I don’t know it’s status) But taking into account there are other issues with localization in 5.6 (missing manifests), assets localization might be reproducible on fresh version or related to migration from old version…

Actually workaround found in CL 39404195 works (Adding “-NoZenLoader” argument), but I’m not sure how it’s good to add it to prod version

Depending on the scale of the project the issue caused here could range from minor performance hit to catastrophic. The legacy asset loader isn’t ideal but shouldn’t be a problem for smaller footprint games.

It’s uncommon to get direct feedback from bug reports, I usually try to keep an eye on the issues page for issues large enough to disrupt projects.

Thank you for clarification) I have around 15 localized assests and doubt it worth disable ZenLoader is this case. Hope 5.6.1 will have fixes for all localization issues )

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