Non English Localization using translated Message IDs

This happens even if I remove all the info in our po file in the non english language. So a blank po file in turkish for instance will then contain the original message ids with blank msgstrings (As expected), but also then contain the duplicate msg string from the en file for that message id, as the additional message id. That is it shows both:

#. SaveButtonText
#. Source/OurGame/Private/Game/OGGameSingleton.cpp:394
#: Source/OurGame/Private/Game/OGGameSingleton.cpp:394
     msgctxt "OurGame"
     msgid "Save Text"
     msgstr ""  

#. SaveButtonText
#. Source/OurGame/Private/Game/OGGameSingleton.cpp:394
#: Source/OurGame/Private/Game/OGGameSingleton.cpp:394
     msgctxt "OurGame"
     msgid "SAVE"
     msgstr ""  

Where in our previous game on 4.7 it would just show the first one, which matches the LOCTEXT define of LOCTEXT(“SaveButtonText”, “Save Text”);

This doesnt happen in our en file which is set as our native culture .

Note that the comments generated by the po generation show that both translations are linked to the same LOCTEXT key param and same code line, indicating they are for the exact same LOCTEXT definition.

If we changed our English po to translate Save Text to BOB instead, the second entry would change in all of our non english to have a msgid of BOB.

We also are using the commandline/ini way, not the translation dashboard. I cant attach our ini here or post it apparently cause it is too long. And it won’t let me reply to my own reply… But it was setup like our previously shipped game.