Non English Localization using translated message id
We are having the precise same issue as mentioned here:
Where when we edit the English translations in .po files it generates blank entries in other culture .po files, using the modified English translation as the msgid.
However, it was never answered...
Some further detail is that we've noticed the localization script must be run twice before the issue appears.
There is at least one place in code where this directly appears to be happening, in GenerateGatherArchiveCommandlet.cpp starting on line 304.
Specifically on line 324 the translation of the native culture is used as the source for the new entry and the translated text is cleared. I'm not clear on why this code is present because the result is very undesirable.
However, when commenting out the code, no duplicates are created, but when running the game, any text for which a duplicate would have been created (because the english text was edited), will not show it's translation and will instead default to the source text.
Doing a git blame on the file shows this information for that block of code:
Which is this commit:
This is as far as our investigation has gone currently. If anyone has any insight on the problem that would really help us.
asked Jun 21 '16 at 10:25 PM in Packaging & Deployment
Translations for the native culture become the source text for your foreign cultures; this is expected behaviour.
They did however used to export both the source and native entries to the PO files. This often lead to confusion about which one should be translated, so for 4.13 this has been changed to only export the one you actually need to translate.
answered Jun 21 '16 at 10:31 PM
Jamie Dale STAFF
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