Localization Gather from Metadata

We recently changed to 4.13 and have found only one major issue which is with our localization no longer gathering data correctly.
Atm we have 2 methods for translating a enum from code and blueprint.

a)

	template<typename T> struct ClassNames { static const TCHAR* name; };
#define REGISTER_PARSE_TYPE(X) \
	template<> const TCHAR* EnumTypes::ClassNames<X>::name = TEXT( #X );
// all enums must then REGISTER_PARSE_TYPE( EnumType ); to use localization from code.
	template<typename T>
	static FText LocalizeEnum(const FString& value)
	{
		FText translated;
		FString lookup;
		lookup.Append( ClassNames<T>::name );
		lookup.Append( "." );
		lookup.Append( value );
		FText::FindText( "", lookup, translated );
		return translated;
	}

b)

All this is reliant on the Localization Dashboard creating a key in the localization .manifest that looks like

	{
		"Source":
		{
			"Text": "Autumn"
		},
		"Keys": [
			{
				"Key": "ESeason.Autumn",
				"Path": "From metadata for key DisplayName of enum value Autumn of enum ESeason in None"
			}
		]
	},

These two functions then make sure that we are not reliant on the Editor only MetaData/functions (E.G GetDisplayName()) to be available to translate our game.
But atm the localization dashboard does not want to gather data for any of our enums into the manifest, we just get a large amount of conflict data in the _Conflicts.txt file which looks like:

- "FieldPath" 
	/Engine/Binaries/Win64/From metadata for key DisplayName of enum value Autumn of enum ESeason in None - "Autumn" 

Nothing has changed in our settings for the gather data, but I have attempted to try changing much of them to different ones, but what we had before that did work was

108719-capture2.png

Anyone have any idea where we might start to get this up and working again?

1 Year later: I encountered the same issue now. Seems metadata gathering is just completely broken. It does not put any keys into Game.manifest

same issue 4.18