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.

FORT-981621 has been created and its status is ā€˜Unconfirmed’. This is now in a queue to be reproduced and confirmed.

1 Like

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 ā€œUGCLocalizationTargetNameā€œ 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 ā€œMounting plugin localization for ā€˜<module_id>ā€™ā€¦ā€œ, 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 ā€œLocalizationTargetsā€ 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).
1 Like

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!