Auto location is bugged

Summary

Localization issue: only new content gets translated while older text remains untranslated. After several export/compile attempts the map lost all translations. Deleting the (LOCALIZATION) folder manually fixed it, but it seems unintended.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Other

Steps to Reproduce

Open a project in UEFN.

Export and compile localization.

In-game, some texts appear translated and others not.

Try exporting and compiling again.

In-game, no text is translated at all.

Expected Result

The map should be normally translated into all languages.

Observed Result

The map shows no translation at all, even though all text blocks are marked as translated.

Platform(s)

PC

Island Code

3809-0833-6382

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Additional Notes

This bug also happened to another creator I know, and the only solution we found was to delete the (LOCALIZATION) folder in the project files and then export and compile again. Was it supposed to work this way?

The texts on the map images should be translated into Portuguese, but they are not.

So just to confirm; you had translations in your .po files, but those translations didn’t appear in game? If so, did they remain translated if you re-exported localization?

Do you know if you had the .ugcloc file in the root of your Content/Localization// folder when you were having this issue?

Does your .uplugin file have a “UGCLocalizationTargetName“ field in it, and if so, is it a different value than the name of the .uplugin file?

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I had translations but they did not appear in the game, even though they were still present when I exported and compiled.

I checked the folder I had deleted and verified if it contained the (UGCLOC) file, and I noticed that it does.

I also checked the (UPLUGIN) file and it does not contain the (UGCLocalizationTargetName), as shown in the image below:

Thanks, that all seems correct. I don’t suppose you happen to still have the broken PO files in source control, so you can diff them against the working ones?

All we do with the PO files is transform them into LocRes files during cook (so FN can load them), and that should be a fully deterministic process. I’ll see if I can reproduce this myself.

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I wasn’t able to repro this locally with the steps provided, but I have a few more things to check if you run into this again.

  1. If you open your client logs, you should expect to see a log line like “Mounting plugin localization for ‘<module_id>’…“, where <module_id> can be found in your .uefnproject file.
  2. If you don’t see that, then it means the localization data either didn’t load or didn’t cook. You can find your ValkyrieUploadTemp/<module_id>/ folder and check the .uplugin there; it should have a “LocalizationTargets” array, with an entry for your localization target (note: depending on your version of UEFN and project config, it may have been renamed to the <module_id> or it may have kept the friendly name, but either way it should match the target name found in the ValkyrieUploadTemp/<module_id>/Content/Localization/ folder).
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Thank you very much, this must have happened because it’s a map that I haven’t touched in a while, if it happens again I’ll let you know!

Another bug related to translation is happening, all new texts on the map are not being translated, only what has already been translated remains translated


All new texts are not appearing in these files


I followed the instructions step by step in case an error occurred again in the translation about seeing the id in the log and in the .uefnproject file and the ids are the same, they are there.

It was supposed to be translated into Portuguese: “Acessório Aleatório”

Another thing that’s happening to me

I can solve all these bugs just by deleting the localization folder, exporting and building again but I know it’s not right

When you say “these files”, do you mean the PO files after the export? If so, that would ultimately be the cause of the missing translations. If you have a log from the editor run where you did the export then that might be useful (you can DM it to me).

The crash seems like one I have a Jira for but also haven’t been able to reproduce. I notice that you do have your translation mode set to “All” though; that is only really needed when you need to re-translate everything, and you should use “Untranslated” by default.

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Where can I send a message in your DM? right here on the forum?

When I said “these files” I was referring to the PO files, that’s correct.

I put the option “Untranslated” and it still didn’t work.

I had already clicked on “export localization” before recording, notice that all the tracker texts are translated, except this text on the button and the poster next to it written “new map” which are texts that I recently added

And I know that I have to click on “push changes” after compiling, I had already compiled it once before

Yeah, if you go to my profile, then click “Interactions”, you should see a “Message” button near the top-right of the screen.

Okay. If the PO files aren’t getting updated correctly by the export then that’s the root issue you’re seeing, as that’s how we get the source text to be translated, and is how we compile the translations for use at runtime. I’m hoping your log will have some clues in it.

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I hit this myself internally when testing a different project, and it was an issue caused by URC reverting the file on disk because it thought it was unchanged. I’ve fixed this for 38.00.

The workaround of deleting the files likely works as it tricks URC into thinking the files are an add rather than an edit.

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FORT-981621’s status has changed to ‘Ready for QA’. A member of the QA department is investigating the issue.

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