Localization System not working (.po parse errors)
After setting up the system for localization in the Localization Dashboard, and after translating exported .po files externally (i.e. Google Translator Toolkit), it will let me import localized text succesfully on the first attempt.
However, the problem I run into is that any language added after the first attempt will generate a 'Error: Failed to parse Portable Object' message, even though this Portable Object is generated identically to the one(s) on the first attempt. This question from a few months ago describes the same problem:
I understand the Localization Dashboard is an experimental feature, so instead I also followed all steps in the official Unreal Engine 4 documentation on localization This procedure created errors of functions being deprecated, which makes me believe this documentation is outdated. That aside, after getting this procedure to function, it also reported the same 'Error: Failed to parse Portable Object' message.
A snippet of the error:
After Jamie looked into the .po files, it seems like the Google Translator Toolkit breaks the .po files with their generated translation in most cases. In some languages it breaks it in such a way that importing is still possible. Hence why the first attempt was succesful.
Sadly, the toolkit is the only way to check if all your text is properly set up for bigger projects without additional costs before sending it for external translation.
OneSky and POedit are recommended by Jamie to use for testing localization, however these do not support (free) auto translation.
answered Feb 07 '18 at 02:05 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here