Localization issue with one text only in package build

hi everyone,

in my project i have an issue with a specific Ftext in ui its a basic Text bloc in a widget:

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it is not in a String table and not in any Namespace, I have a traduction for each culture associated to this Key and it works in editor but in build package I don’t know why this specific text can’t find any traduction, is there an known issue about that and what can I do ?

for more context i could put it in a string table and it should fix the problem but we have a specific export pipeline to work with a localization team so i cannot just modify the key manually because it will lose the synchronisation with the loca team and until the next export batch i prefer to not touch it and maybe you know what append to that specific text in build.

The text is not even set as “IsVariable” so there is no text binding or modification at runtime on it. We have a few text in the game which are not in string table but we have no problem with those.

FYI I don’t know if it can help understand the issue but when i set this text as “IsVariable” even if it keep the same localisation key the traduction doesn’t work anymore even in editor.

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Hi,

I wonder if this might be related to the [Namespace [Content removed] that was present in 5.3? That has been resolved, but perhaps there’s still some mismatch with the package/key. You could manually check the generated manifest file in your Localization folder to see if there’s any mismatch from what you’re seeing in the editor, perhaps something will stand out as incorrect. Would it be possible to just delete and recreate this text if it’s only a single FText giving you problems?

Best,

Cody

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Hi Cody,

Thanks for the answer.I will dig into that. Actually this text is wrapped in a NamedSlot, and we already had some weird behavior with that container i don’t really remember exactly what the issue was but it may be related. We managed to fix the localization issue by fetching the localized text by hand when the widget get focused and then update the unlocalized text value with the localized text we found. We used FText::FindText() giving the text set in the widget and then it works fine. So i think our localization key works and we can find our localization attached to it but I don’t know why the engine cannot do it by default like the other Ftext for that context.

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Hi,

Quick sanity check, are you doing any sort of localization hotfixing that might be a factor here? You could search for calls to RegisterPolyglotTextData, a stale override could be a factor here. We see this occasionally when we have an overridden localization key where the English text changed and the hash no longer lines up. Is this asset in a plugin or is there anything else that might make it behave differently than working assets?

Assuming that isn’t the issue, you can grab the key (either from the details panel or using the TranslationPicker console command) and verify that it’s in the live table via “Localization.DumpLiveTable -Key=YourKey” in both the editor and your packaged game to see what we have in memory. If it does show up in the live table in your packaged game, something might be stale with the entry; otherwise, I’d open up one of your .po files and verify that the key is present with a translation.

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