Cannot gather text using UE 5.6

Previously, I used UE 5.5 and could gather text normally. However, when I switched to UE 5.6, text gathering failed because there was no manifest file.

Just disable it on Editor Preferences > Enable Live Coding if you are reading this and don’t need to use Live Coding

EDITED:

Sorry, don’t know if that is the correct thing to do but I just copied the 5.5 manifest file and pasted it in the UE5.6 folder afeter disable Enable Live Coding in Editor Preferences.

This file should be in of your 5.5

UE_5.6\Engine\Content\Localization\Engine

4 Likes

Had same issue.
Not necessary disable LiveCoding. But need to copy manifest fileS from previous version (In my case 5.4)

\Engine\Content\Localization\Editor\Editor.manifest
\Engine\Content\Localization\Engine\Engine.manifest

As I understand these files were not included to 5.6.0 and we need to wait 5.6.1 )

10 Likes

Thank you!

I can confirm that this solution worked for both the following dashboard error messages/issues:

LogDirectoryWatcher: Display: Refresh of ReadDirectoryChangesW failed. GetLastError code [6]

And when stuck at Waiting for server.

PS: How could Epic “forget” about those files?!

The good news is that version 5.6.1 has been updated, but the bad news is that we still cannot gather text during localization. The Engine.manifest file remains missing, forcing us to continue using the one from version 5.5.

2 Likes

I suppose adding the manifest is so challenging that we’re seeing it again in the 6.0 build, and it will likely be the main feature of this version :smiley:

BTW After the migration, I encountered other issues with localization. My localization assets stopped working in shipped builds. Since I use around 15 of them and call them from Blueprints, it was easy to write my own method to handle it. However, I’m curious— is this a 5.6 issue or something related to the migration?

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Guess I’ll have to wait for 5.6.2, lol.

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If all your localization settings are correctly configured, this may indicate an issue specific to UE 5.6.

After Gather Text in Unreal Engine 5.6.1 I got this strange issue, there are no any build errors (I coppied manifest and disable live coding) but it always gather 0 texts

And this is a previous version of same localization config before Gather Text process

It’s fixed: the issue for me was caused by an incorrect name and wrong project setup in the Source folder

SOLUTION:

  • Download the following files.

UE 5.5 locmeta & manifest

Engine.locmeta (159 Bytes)

Engine.manifest (28.2 MB)

  • Go to C:\Program Files\Epic Games\UE_5.6\Engine\Content\Localization\Engine and paste locmeta and manifest files (change/overwrite the files).

  • Open the engine.

  • Disable Live Coding (optional).

  • Uncheck Target Dependencies (default Engine and Editor checked, disable all)

  • And voila! You are now able to gather and compile text.

EXTRA:

I’m also uploading the original UE 5.6 locmeta file for any case.

UE 5.6 locmeta (Backup)

Engine.locmeta (159 Bytes)

9 Likes

This worked for me. Epic forgot about some important files… so odd

In my case in UE-5.6.1 , just turn off liveCoding , then “Localization Dashboard” works fine.

go to Menu –> Editor Preferences –> Live Coding –> Enable Live Coding –> off

have same issue with missing manifest files in 5.7

1 Like

Same here, 5.6.1.
Did someone report the bug? if no they never will fix it! I can do it if no one has already report the bug!

Hey everyone, it looks like those manifest files may have been mistakenly stripped out as part of an effort to reduce the overall footprint of the engine. Shame we didn’t catch it until the 5.7 release shipped, but I’ll follow up with some folks to see if we can get this resolved going forward.

2 Likes

I believe this commit is most likely the cause:
https://github.com/EpicGames/UnrealEngine/commit/f6b56b25469781c983eca42c1bef64473c0f32c2

The source-code build works without any issues, but in the Installed Build the manifest files seem to be excluded.

I think I can add something to this solution.

As far as I understand, the problem also comes from the Game_Gather.ini file in your project
YourProject/Config/Localization

Yes, first of all, there are paths to the .manifest files that do not exist and @DryreL solution helps (also disabling LiveCoding)

But there was one more problem for me - folder name. If you name folder with StringTables “Localization“ it will be ignored. Even you don`t see exclude path “Content/Localization/*“ in localization dashboard. Check Game_Gather.ini file → you will be surprised)))

So, my addition to this solution is → do not create folder named “Localization”. I don`t understand why editor allows you to do it.

After moving files to new folder it gathers with no problems.
I hope this helps someone.

1 Like