Problem Description
I’m using a source-built Unreal Engine, and whenever I try to move folders or assets in the Content Browser:
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Message: “Checking for localized variants… This might take a long time”
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Symptom: A dialog appears and the editor completely freezes (not responding)
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Key Points:
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No issues with the binary engine from Epic Launcher
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Same project only has this problem with the source-built engine
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Same issue occurs even in a freshly created empty project
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Modified Engine Files
I modified the following files to add a custom cel-shading model:
Shader Files:
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ClusteredDeferredShadingPixelShader.usf -
ShadingModelsMaterial.ush -
Definitions.usf -
ShadingCommon.ush
C++ Files:
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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
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Disabled all Internationalization-related options in
Edit → Project Settings → PackagingandEditor - Assets -
Result: No effect
2. Config File Modifications
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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
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Modified the
RequiresCheckingForVariantsfunction inAssetRenameManager.cppto forcibly skip localization checks -
Result: Build succeeded but the same issue persists
Additional Information
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Engine Version: UE 5.7 (Source Build, Development Editor)
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Build Environment: Visual Studio 2022, Windows
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My material-related modifications simply added a new shading model and custom output expression, with no heavy serialize or load logic added
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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.