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GatherText can't find project dll

I'm trying to work out localization, and from I understand I have to run the GatherText commandlet.

When I run it, I get the following popup message:

 Missing MyProject Modules
 The following modules are missing or built with a different engine version:
 UE4Editor-MyProject.dll
 Would you like to rebuild them now?

I click yes and it fails. I compile it in Visual Studio no problem, the file exists in my Binaries\Win64 folder, build with 4.8.

I'm running it as follows in the command line:

 "D:\Program Files\Epic Games\4.7\Engine\Binaries\Win64\"UE4Editor.exe E:\Programming\C++\Unreal\MyProject\MyProject.uproject -run=GatherText -Config=Config\Localization\Game.ini -log

I have the following Config file

 ;Common settings to be used for all commandlets as needed.
 [CommonSettings]
 SourcePath=./Content/Localization/Game
 DestinationPath=./Content/Localization/Game
 ManifestName=Game.manifest
 ArchiveName=Game.archive
 ResourceName=Game.locres
 PortableObjectName=Game.po
 ;English
 SourceCulture=en
 ;English
 CulturesToGenerate=en
 ;Hebrew
 CulturesToGenerate=he
 
 ;Gather text from source code and configuration files.
 [GatherTextStep0]
 CommandletClass=GatherTextFromSource
 IncludePaths=./Source/
 IncludePaths=./Config/
 ExcludePaths=*/Config/Localization/*
 SourceFileSearchFilters=*.h
 SourceFileSearchFilters=*.cpp
 SourceFileSearchFilters=*.ini
 
 ;Gather text from assets in content.
 [GatherTextStep1]
 CommandletClass=GatherTextFromAssets
 IncludePaths=./Content/
 ExcludePaths=*/Content/Localization/*
 PackageExtensions=*.umap
 PackageExtensions=*.uasset
 
 ;Create manifest with all gathered source text.
 [GatherTextStep2]
 CommandletClass=GenerateGatherManifest
 
 ;Create new archives/update existing archives with new entries from the manifest.
 [GatherTextStep3]
 CommandletClass=GenerateGatherArchive
 
 ;Import new translations from PO (portable object) files into existing archives.
 [GatherTextStep4]
 CommandletClass=InternationalizationExport
 bImportLoc=true
 
 ;Export new source from existing archives into PO (portable object) files.
 [GatherTextStep5]
 CommandletClass=InternationalizationExport
 bExportLoc=true
 
 ;Compile source text and translations into binary form for use by the application.
 [GatherTextStep6]
 CommandletClass=GenerateTextLocalizationResource
Product Version: UE 4.8
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asked Jul 30 '15 at 12:56 PM in Packaging & Deployment

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repwolfe
56 2 7 11

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1 answer: sort voted first

Looks like you have a quote in the wrong place in your commandline.

"D:\Program Files\Epic Games\4.7\Engine\Binaries\Win64\UE4Editor.exe" "E:\Programming\C++\Unreal\MyProject\MyProject.uproject" -run=GatherText -Config=Config\Localization\Game.ini -log


On a separate note, you might have an easier time using our new experimental Localization Dashboard.

https://forums.unrealengine.com/showthread.php?63394-Localization-Dashboard-preview-and-explanation-of-UE4-s-text-localization-process&p=250553

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answered Jul 30 '15 at 01:44 PM

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Sarge STAFF
627 14 5 36

avatar image repwolfe Jul 30 '15 at 01:47 PM

I appreciate the comment, but in Windows your statement and mine are equivalent. I still get the error. I'll check out the link, thanks.

avatar image Sarge STAFF Jul 30 '15 at 01:49 PM

O, I just noticed you're using 4.7. The localization dashboard was added in 4.8.

avatar image repwolfe Jul 30 '15 at 01:50 PM

I am using 4.8...that could be the issue! Let me check. Edit: Yeah that was the problem, I was using the wrong version of unreal

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