I already regretted that I rushed and transferred my project to 5.6. It’s good that I didn’t have time to do too much. I went back to 5.5. I’ll wait for 5.6 patches, because the version itself is not bad and lumen have increased by 30% in performance for me, but for now this version is not stable
I have a similar issue in 5.5 right now, I work with Perforce as version control and disabling that and restarting the editor seems to correct it for few gathers then I need to repeat the process.
Sometimes this doesn’t work first time, but I’ve been able to gather texts and compile then.
My issue was also the infinite waiting on ‘Gather Text’ window to do something.
I found a temporary solution for the red cross failure in Gather Text, working as of 7/25/2025 UE5.6 – you’ll need a previous version of Unreal installed, in my case UE5.5 worked.
Navigate to C:/Program Files/Epic Games/UE_5.5/Engine/Content/Localization/
Copy both the ~/Engine/Engine.manifest and ~Editor/Editor.manifest files
Paste them into the same directory in UE5.6 instead, so C:/Program Files/Epic Games/UE_5.6/Engine/Content/Localization/
I was able to run the Gather Text commandlet using the Localization Dashboard after doing so
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 seems that this is a path related issue, in 5.5 constructions like “auto” and then /Content/Anyfolder/** - worked
But now it seems that I can`t gather texts like this anymore
Fore me this works:
change auto to “project” and the give multiple pathes for assets
/Conent/Anyfolder/folder1/*
/Conent/Anyfolder/folder2/*
5.6 here, I did all the steps : copying the manifest files from 5.5, turning off live coding, but I didn’t remove the target dependencies.
In my case, Gather Text wasn’t working or updating for any assets, just code localized text. I read the log and one suspicious line popped up then no details at all for any assets being scanned.
LogGatherTextFromAssetsCommandlet: Display: Skipping first pass PackagePaths filter due to non-content IncludePathFilters: <MY PROJECT PATH>/Plugins/GameFeatures/*
I removed the path from “Include Path Wildcards” and just kept the Content/ path and now my Gather Text went through the packages/assets and I now have all my text ready to localize!!
I also happen to have checked ON “Skip Gather Cache” but turning it OFF after and it still worked.
The log now shows every asset it’s going through with percentage so now I know it works.
This took me a day of pulling my hair! I’m thinking maybe the manifest files are not needed from 5.5 and you just need to gather text and compile for the engine targets “Engine” and “Editor” like in my screenshot. And live coding is probably not related at least in my case.
Maybe plugin localized text is broken in 5.6 or you have to be extra specific with plugin content path? Glad this thread exists would appreciate any insights for plugin localization.