Project crash on missing Internationalization data file

I have a project that works just fine with Editor builds, but immediately when I change to game builds, it crashes on startup with below error. I have looked from Text Localization in Unreal Engine | Unreal Engine 5.8 Documentation | Epic Developer Community how the localizations work and have generated the localizations for the project, however this doesn’t seem to help.

Google found some discussions on copying internalization files from the engine into project content folder, however after doing so even the editor fails to start with same error.

I use UE 5.8.1 and have cleared all temporary data and rebuilt everything without any difference. Content is cooked and Zen is in use. Only way I have been able to start the game build is when I disabled Zen and packaged the game into another location. Is there any other to fix this?

Assertion failed: U_SUCCESS(ICUStatus) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Internationalization\ICUInternationalization.cpp] [Line: 167]
Failed to open ICUInternationalization data file, missing or corrupt?

Project1!FDebug::CheckVerifyFailedImpl2()
Project1!FICUInternationalization::Initialize()
Project1!FLazySingleton::Construct()
Project1!FInternationalization::Get()
Project1!FTextFormatter::FormatStr()
Project1!FTextFormatter::Format()
Project1!FText::Format()
Project1!FText::Format()
Project1!FPluginDescriptor::Read()
Project1!FPluginDescriptor::Load()
Project1!FPluginDescriptor::operator=()
Project1!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,ParallelFor'::2'::<lambda_1>,std::nullptr_t>'::2'::FParallelExecutor::operator()()
Project1!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,ParallelFor'::2'::<lambda_1>,std::nullptr_t>'::`2'::()
Project1!LowLevelTasks::FTask::ExecuteTask()
Project1!LowLevelTasks::FScheduler::ExecuteTask()
Project1!LowLevelTasks::FScheduler::WorkerLoop()
Project1!operator<<()
Project1!FThreadImpl::Run()
Project1!FRunnableThreadWin::Run()

Found solution for the problem. Indeed, copying the UE5/Engine/Content/Internationalization/English/* into my own game Content folder made it to work. The problem with editor not finding the localizations was that you have to copy all(?) subfolders to make it to work (not just icudt53l, which apparently the game uses).