Localization dashboard - conflicts

I have an advanced hierarchy of umg widgets - I haven’t quite figured out what causes it (I suspect its when I copy and paste controls) but I have conflicts that I am unable to resolve.

I’ve tried renaming things completely, I’ve tried making things name the same. I’ve even tried deleting the control and recreating it.

Sometimes I have gotten lucky… but now I’m locked out from being able to localize my game.

I hope this is a bug that will be resolved in 4.11 but just making sure I’ve reported this issue.

Attached is my current game_conflicts.txt

Please keep in mind the simple act of changing the label text doesn’t resolve my issue - its like the collection tool gets confused by re-use of controls

link text

Yeah, I’ve seen these issues myself. They were caused by two issues:

  1. The cache of texts in the package headers was accidentally ignoring case (which is the default string comparison mode), which caused the issues like you’re seeing with “Shed” and “SHED” conflicting.
  2. The caching was also following transient pointers, which meant that it was gathering texts from any UMG widgets used within another widget. This caused issues when the nested widget was re-saved, without re-saving the outer widget.

These issues, along with several others, have been fixed for 4.11, however you’ll need to re-save your UMG assets in order to update the package cache in their headers. Feel free to test this in a 4.11 preview build with a copy of your project.

If you’re building from source, it’s also possible to disable this caching mechanism (which will slow down your gather). This answer has more details on that: Cleaning up translation/localization po files? - Programming & Scripting - Epic Developer Community Forums

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Thanks :smiley: Many will be happy about this - I haven’t been able to update translations for a long time