Localization not finding FTexts in UDataAsset

Not quite. The full excerpt is as such.

			UObject* Object = Objects[j];
			if ( Object->IsA( UBlueprint::StaticClass() ) )
			{
				UBlueprint* Blueprint = Cast<UBlueprint>( Object );

				if( Blueprint->GeneratedClass != NULL )
				{
					FGatherTextFromObject::Execute(this, Blueprint->GeneratedClass->GetDefaultObject(), Package, bFixBroken);
				}
				else
				{
					UE_LOG(LogGatherTextFromAssetsCommandlet, Warning, TEXT("%s - Invalid generated class!"), *Blueprint->GetFullName());
				}
			}
			else if ( Object->IsA( UDataTable::StaticClass() ) )
			{
				UDataTable* DataTable = Cast<UDataTable>(Object);
				FGatherTextFromDataTable::Execute(this, DataTable, Package, bFixBroken);
			}
			else if( Object->IsA( UDialogueWave::StaticClass() ) )
			{
				UDialogueWave* DialogueWave = Cast<UDialogueWave>(Object);
				ProcessDialogueWave(DialogueWave);
			}

			FGatherTextFromObject::Execute(this, Object, Package, bFixBroken);

There is specific additional gathering done for blueprints, data tables, and dialogue waves, but regardless, FGatherTextFromObject::Execute is called at the end of the object iterating loop.

I’m investigating today why it seems that data assets are not being gathered for you.