"Checking for localized variants" Freeze When Moving Folders in Source-Built Engine

Problem Description

I’m using a source-built Unreal Engine, and whenever I try to move folders or assets in the Content Browser:

  • Message: “Checking for localized variants… This might take a long time”

  • Symptom: A dialog appears and the editor completely freezes (not responding)

  • Key Points:

    • No issues with the binary engine from Epic Launcher

    • Same project only has this problem with the source-built engine

    • Same issue occurs even in a freshly created empty project

Modified Engine Files

I modified the following files to add a custom cel-shading model:

Shader Files:

  • ClusteredDeferredShadingPixelShader.usf

  • ShadingModelsMaterial.ush

  • Definitions.usf

  • ShadingCommon.ush

C++ Files:

  • MaterialShared.h

  • Material.cpp

  • ShaderGenerationUtil.cpp

  • MaterialShader.cpp

  • HLSLMaterialTranslator.cpp

  • MaterialExpressionCelShadingCustomOutput.h (newly created)

  • MaterialExpressions.cpp

The original engine had no issues, but this problem only occurs in the engine built after modifying these files.

Attempted Solutions

1. Project Settings

  • Disabled all Internationalization-related options in Edit → Project Settings → Packaging and Editor - Assets

  • Result: No effect

2. Config File Modifications

  • Added Localization disable settings to DefaultGame.ini, DefaultEngine.ini, DefaultEditor.ini

  • Also modified Engine/Config/BaseEngine.ini

  • Result: No effect

3. Engine Source Code Modification

  • Modified the RequiresCheckingForVariants function in AssetRenameManager.cpp to forcibly skip localization checks

  • Result: Build succeeded but the same issue persists

Additional Information

  • Engine Version: UE 5.7 (Source Build, Development Editor)

  • Build Environment: Visual Studio 2022, Windows

  • My material-related modifications simply added a new shading model and custom output expression, with no heavy serialize or load logic added

  • Since the binary engine has no issues, it seems like either a source build-specific setting or something in my code modifications is causing this, but I’m not sure where else to look

Has anyone experienced this issue or know how to resolve it?

I referred to this tutorial for this task: New shading models and changing the GBuffer | Community tutorial

I’ve been struggling with this problem for the past few days and I’m going crazy. Please help.