[LOCALIZATION] pipeline&documentation is not clear/transparent/broken when you are trying to iterate on Source text BP assets

Hi there!
We recently started localization process. As result we do many iterations on Source text to shorten or lengthen it. However when we gather text again, put new translations and compile to test in Standalone mode it does not show up. The game just uses Source text and forgets about Translated text.

Also we tried to regenerate key for Source text and set new namespace - it does not work. Is there a way to clean localization somehow?
Localization dashboard shows changed Source text so we always translate it and compile. Then nothing happens in Standalone game mode.

Is there solution to this problem?

This is the feedback forum. You should post this to AnswerHub and link it from here.

It would also be useful for you to include/answer the following:

> we do many iterations on Source text to shorten or lengthen it
How are you doing this? Are you editing your source text, or editing the translation of your native text? The translation editor (until 4.19) didn’t understand the concept of “stale” translations so would still show things as translated even if they weren’t. PO export doesn’t have this issue, and this is the most tested and preferred way to edit translations (our translation editor is quite old).

> The game just uses Source text and forgets about Translated text
If you are being affected by stale translations, then there’s a “skip source check” option you can enable when compiling your LocRes files that will have them include your translation even if its source no longer matches the current source (or native translation).

> Is there a way to clean localization somehow
Localisation has no cache aside from its manifest, and that’s re-generated each time the gather is run. (Note: There is also a cache in the package headers, but that’s re-generated when an asset is saved).

> Then nothing happens in Standalone game mode
Are you staging/packaging your project after generating new LocRes files? 4.18+ also has a preview feature in-editor that will show you what your localisation will look like in game without having to cook/package.

Sorry for using wrong subforum. I did post to AnswerHub: https://answers.unrealengine.com/que…s-localiz.html

Oh, we are using 4.17 due to being very far in production process (4.19 will very probably break things especially blueprint side so…)

>How are you doing this?
We are editing Source text only (i.e. BP assets themselves!).

>The translation editor (until 4.19) didn’t understand the concept of “stale” translations so would still show things as translated even if they weren’t.
Seems like we don’t have exactly this problem. However maybe I don’t undestand “stale” concept in this context very well…

Example: Source text “AAAA” changed to “CCCC”. Translated one “BBBB”. Standalone mode just uses “CCCC”. The rest of the game uses translated text.

>PO export doesn’t have this issue
I checked PO and Archive files and those have valid translations. It is the game that cannot pick them up somehow…

>Are you staging/packaging your project after generating new LocRes files?
No, why would someone? I thought Compile commandlet makes the game look at correct LocRes files. This simply works when I just add new Source text (i.e. add new localizable Text variable to any Blueprint).

Also packaged game (Shipping & Development) cannot pick up translations (just uses Source text)

Overall that is why I am posting Localization issues here. It is NOT TRANSPARENT about how to localize changed Source text, what is working in Localization dashboard and what is not.
Also I don’t know whether this tutorial (and many others) about localization https://wiki.unrealengine.com/The_Ea…ting_Your_Game is reliable or not.

That would be like 200% better if you would decide one day to update Localization documentation (just add a few examples, you know) to avoid people asking very basic stuff.

I cannot find any information, even in the documentation, about localization dashboard, It seems as if it is not inside the engine and Epic denies it is there.