GatherTextFromAssets commandlet never matches anything

I’m using GatherText commandlet with these settings (Config/Localization/Game.ini):

[CommonSettings]
SourcePath=./Content/Localization/Game
DestinationPath=./Content/Localization/Game
ManifestName=Game.manifest
ArchiveName=Game.archive
ResourceName=Game.locres
PortableObjectName=Game.po

NativeCulture=en
CulturesToGenerate=en

;Gather text from source code and configuration files.
[GatherTextStep0]
CommandletClass=GatherTextFromSource
SearchDirectoryPaths=./Source/
FileNameFilters=*.cpp

;Gather text from assets in content.
[GatherTextStep1]
CommandletClass=GatherTextFromAssets
PackageFileNameFilters=*.uasset
IncludePathFilters=*

GatherTextFromSource step works fine with this config, but the GatherTextFromAssets commandlet doesn’t match anything, even though the IncludePathFilters specify that everything should be included. A sample from the log:

[2016.04.12-05.32.22:533][0]LogGatherTextFromAssetsCommandlet:Display: Found 1293 packages with extension 0: ‘*.uasset’

[2016.04.12-05.32.22:565][0]LogGatherTextFromAssetsCommandlet:Warning: No files found or none passed the include/exclude criteria.

So it looks like it finds assets as expected, but then doesn’t apply include/exclude filters properly. Is this a bug or am I doing something wrong?

I’m using the unmodified release version of Unreal Engine 4.11.1 installed from the launcher.

The filters are quite picky about the syntax. Have you tried viewing/editing your configuration via the in-editor Localization Dashboard? The dashboard should enforce it’s picky rules.

You can enable the dashboard via the experimental options in the settings. Then once enabled via the Windows title bar drop, iirc.

Here’s a link you might find useful:

Thanks for your answer, Sarge!
Could you please clarify what exactly is wrong with my syntax? I just put single asterisk as a filter - that should be straightforward.
The Dashboard provides plain text input for entering include filter, and if I put asterisk there, it generates exactly the same config as I did, except adding “ShouldGatherFromEditorOnlyData=false” line which doesn’t change much.

I’m not seeing anything explicitly wrong, which is why I suggested trying to use the tool, in case it could catch something we were missing.

I’m assuming you get the same result when you perform the gather from the dashboard?

That’s right - nothing gets gathered. Would you mind checking if that commandlet works at all with UE 4.11.1? I would appreciate someone providing a working config - information in the official documentation is outdated and uses lots of deprecated fields.

Are you running on a Mac?

Yes, I am. I’m sorry for not mentioning it earlier.

I’ve had someone else report an issue running the gather commandlet on Mac (the same script worked fine on Windows). It seems to be an issue where the commandlet isn’t finding any game assets.

I’ve not been able to repro it in 4.12, and was going to try 4.11 next week.

Do you have a Windows machine you could try gathering from?

I’m experiencing the same problems on a Windows 10 PC, any insights? I’ve hacked together a C++ class with the NSLOCTEXT macro, and Gather from Text Files found that fine; however, Gather from Packages does not find the Blueprint variables (text render object, actual text variable, as well as UMG button with tooltip text and a UI text element) I’ve created on a test pawn and test blueprint widget. It reports finding .uasset files, but warns it cannot find anything that matches include/exclude criteria. However, I removed all exclude criteria and the only include criteria is Content/* in the localization dashboard. Any help would be greatly appreciated.

Any news on what is wrong with the GatherTextFromAssets? (I am experiencing the same issue with 4.18.2 on Linux and Windows 10 right now)