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Localization .po import failed

Hi, I´m trying to implement localization using the Dashboard, following this documentation: The Easy Way Of Translating Your Game
When I add a new language and gather words, the word count stays empty as described in the docu. The workaround for this is depicted as following in the documentation: add new language -> gather all -> export native language to file -> import the exported .po file to the new language
Exporting the native language file is no problem at all, importing it to the new language gives out 3 errors:


[2018.04.11-20.20.21:511][ 0]LogTargetPlatformManager: Display: Building Assets For Windows
[2018.04.11-20.20.21:646][ 0]LogShaderCompilers: Display: Using Local Shader Compiler.
[2018.04.11-20.20.22:432][ 0]LogDerivedDataCache: Display: Max Cache Size: 512 MB
[2018.04.11-20.20.22:440][ 0]LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/+++/AppData/Local/UnrealEngine/4.19/DerivedDataCache/Boot.ddc
[2018.04.11-20.20.22:457][ 0]LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
[2018.04.11-20.20.25:109][ 0]LogGameplayTags: Display: UGameplayTagsManager::DoneAddingNativeTags. DelegateIsBound: 0
[2018.04.11-20.20.25:579][ 0]LogPortableObjectPipeline: Error: bUseCultureDirectory may only be used with a single culture.
[2018.04.11-20.20.25:579][ 0]LogInternationalizationExportCommandlet: Error: Failed to import localization files.
[2018.04.11-20.20.25:580][ 0]LogGatherTextCommandlet: Error: GatherTextStep0-InternationalizationExportCommandlet reported an error.
[2018.04.11-20.20.25:580][ 0]LogInit: Display:
[2018.04.11-20.20.25:580][ 0]LogInit: Display: Warning/Error Summary (Unique only)
[2018.04.11-20.20.25:581][ 0]LogInit: Display: -----------------------------------
[2018.04.11-20.20.25:581][ 0]LogInit: Display: LogPortableObjectPipeline: Error: bUseCultureDirectory may only be used with a single culture.
[2018.04.11-20.20.25:581][ 0]LogInit: Display: LogInternationalizationExportCommandlet: Error: Failed to import localization files.
[2018.04.11-20.20.25:581][ 0]LogInit: Display: LogGatherTextCommandlet: Error: GatherTextStep0-InternationalizationExportCommandlet reported an error.
[2018.04.11-20.20.25:581][ 0]LogInit: Display: LogOnline: Warning: STEAM: Steam API disabled!
[2018.04.11-20.20.25:582][ 0]LogInit: Display:
[2018.04.11-20.20.25:582][ 0]LogInit: Display: Commandlet->Main return this error code: -1
[2018.04.11-20.20.25:582][ 0]LogInit: Display: With 3 error(s), 1 warning(s)
[2018.04.11-20.20.25:582][ 0]LogInit: Display:

Execution of commandlet took: 0.02 seconds
[2018.04.11-20.20.25:665][ 0]LogShaderCompilers: Display: Shaders left to compile 0
[2018.04.11-20.20.26:966][ 0]LogOnline: Display: OSS: FOnlineSubsystemNull::Shutdown()
[2018.04.11-20.20.26:967][ 0]LogOnline: Display: OSS: FOnlineAsyncTaskManager::Stop() ActiveTask:0000000000000000 Tasks[0/0]
[2018.04.11-20.20.26:967][ 0]LogOnline: Display: OSS: FOnlineAsyncTaskManager::Exit() started
[2018.04.11-20.20.26:968][ 0]LogOnline: Display: OSS: FOnlineAsyncTaskManager::Exit() finished


Full Import Log and Full Export Log

Now I searched for solutions, but sadly only two posts exist addressing this problem.
Since in the log is this error line "LogPortableObjectPipeline: Error: bUseCultureDirectory may only be used with a single culture." as in one of the posts. I tried the proposed solutions which unfortunately did not work for me.
Forum Link: Localization - Export PO fail and Localization System not working (.po parse errors)

Appreciate every help.
Thanks in advance!

Product Version: UE 4.19
Tags:
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asked Apr 11 '18 at 08:40 PM in Bug Reports

avatar image

Max Mittelstädt
63 2 4 8

avatar image Jeff A ♦♦ STAFF Apr 12 '18 at 03:30 PM

Hello,

We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1410408-unreal-engine-bug-submission-form

Thanks

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2 answers: sort voted first

The single culture import and export options are known to be broken right now (as was pointed out in the thread you linked to).

Rather than use the options next to a particular culture, you should use the options above the culture list (the large icons), as these do not suffer from this bug.

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answered Apr 12 '18 at 10:22 PM

avatar image

Jamie Dale STAFF
7.5k 176 66 304

avatar image Max Mittelstädt Apr 14 '18 at 10:30 AM

Thanks you! Sorry, I must have overlooked that :[

avatar image ametmawu Apr 23 '18 at 03:49 PM

Hi please, can you direct me exactly how to get this working? I did my translation with google translate toolkit and tried importing it with the import text option of the icon above the cultures but I still get an error when importing. Thanks

avatar image Jamie Dale STAFF Apr 23 '18 at 04:08 PM

Google Translate Toolkit is known to mangle translation data (as stated in the linked topic).

avatar image ametmawu Apr 23 '18 at 10:40 PM

Thanks, Jamie for your concern.I managed to manually to my translation since importing from POedit wasn't working as well......I made a blueprint setup to change the language at runtime but it's not having any effect. I have added an image of the setup. I am building for Androidalt text. Thanks

change-language.png (400.6 kB)
avatar image Jamie Dale STAFF Apr 23 '18 at 10:56 PM

In the packaging settings for your project, what is your "Internationalization Support" set to (should be "All" for the languages you have there), and which languages are set to cook/stage? Also, did you compile your localization data after importing the PO data (this generates the LocRes files we use at runtime)?

avatar image ametmawu Apr 23 '18 at 11:15 PM

Hi Jamie, Thanks for you quick response.I have applied the settings and building. I'll update you soon. Also, the webbrowser widget is not working on distribution build but works on development build...would you have any idea why?

Thanks

avatar image ametmawu Apr 24 '18 at 12:18 AM

Hi Jamie.....Localization is still not working. I have attacked my settingsalt text

untitled.png (191.8 kB)
untitled2.png (183.6 kB)
untitled4.png (210.4 kB)
untitled3.png (194.3 kB)
avatar image Jamie Dale STAFF Apr 24 '18 at 02:03 PM

What languages do you have selected under "Localizations to Package"? The "Show Localized" option can help you filter the list down to only those you have data for.

avatar image ametmawu Apr 24 '18 at 02:31 PM

alt text Show localized is empty

show-localized.png (164.8 kB)
avatar image Chris Payne May 10 '18 at 03:45 PM

I have a similar error:

 [2018.05.10-15.18.28:297][  0]LogInit: Display: Warning/Error Summary (Unique only)
 [2018.05.10-15.18.28:297][  0]LogInit: Display: -----------------------------------
 [2018.05.10-15.18.28:297][  0]LogInit: Display: LogInternationalizationExportCommandlet: Error: Failed to import localization files.
 [2018.05.10-15.18.28:298][  0]LogInit: Display: LogGatherTextCommandlet: Error: GatherTextStep0-InternationalizationExportCommandlet reported an error.
 [2018.05.10-15.18.28:298][  0]LogInit: Display: LogModuleManager: Warning: No filename provided for module ExampleDeviceProfileSelector
 [2018.05.10-15.18.28:298][  0]LogInit: Display: LogModuleManager: Warning: ModuleManager: Unable to load module 'ExampleDeviceProfileSelector' because the file 'F:/work/projects/Unreal/418_pers/Engine/Binaries/Win64/' was not found.
 [2018.05.10-15.18.28:299][  0]LogInit: Display: LogSlateStyle: Warning: Unable to find Slate Widget Style 'Synth2DSliderStyle'. Using Synth2DSliderStyle defaults instead.
 [2018.05.10-15.18.28:299][  0]LogInit: Display: LogSlateStyle: Warning: Unable to find Slate Widget Style 'SynthKnobStyle'. Using SynthKnobStyle defaults instead.
 [2018.05.10-15.18.28:299][  0]LogInit: Display: 
 [2018.05.10-15.18.28:299][  0]LogInit: Display: Commandlet->Main return this error code: -1
 [2018.05.10-15.18.28:300][  0]LogInit: Display: With 2 error(s), 6 warning(s)

I get this error using both the Culture import button and the Game Target import. I have tested all the incoming .PO files in POEdit and they are all confirmed valid.

avatar image Jamie Dale STAFF May 10 '18 at 03:55 PM

Is that really all that's reported? That error means that PortableObjectPipeline::ImportAll failed, and if that happens there should have been another error reported about the actual failure (at least based on the current code).

If not you'll have to put a breakpoint on the call to PortableObjectPipeline::ImportAll inside UInternationalizationExportCommandlet::Main and see why it's failing. That requires using the -GatherText command line that the localization dashboard uses when running the editor.

avatar image Chris Payne May 10 '18 at 04:33 PM

Thanks Jamie. There was a few repeats of these warnings and errors but nothing informative.

Howver, I have managed to import successfully by copying the new .PO files over the last set of .PO exports and importing from the project's own Localisation folder. Unreal will not import from a replica folder structure containing only the .PO files.

avatar image Jamie Dale STAFF May 10 '18 at 04:51 PM

Unreal will not import from a replica folder structure containing only the .PO files.

Ah, interesting. That's not a code path that gets tested often, as our own automation just replaces the exported files (as you did). I'll take a look.

avatar image Jamie Dale STAFF May 10 '18 at 06:55 PM

Can't repro. You pointed the input at a folder containing the per-culture folders with the PO files inside, with the same names as the originals?

avatar image Chris Payne May 11 '18 at 09:07 AM

That's correct. No archive or locres files. I can't share the data unfortunately because it's confidential. Only other difference I can think of is that we added en-US as well as en-GB since the loc data was sent off, so that folder was missing from the external data. But surely I would get an obvious error message if it was something that simple? Also I put the external .PO folder hierarchy in my Documents folder - wouldn't be Windows permissions foxing it, would it?

avatar image Jamie Dale STAFF May 11 '18 at 01:48 PM

Yeah, I might've expected that to error in older versions (as it used to error on a missing PO import, it doesn't anymore), but still, that should have produced a distinct error.

I tried removing everything but my "en" data and importing, but it still worked in latest, so hopefully the issue has since been fixed.

avatar image Chris Payne May 11 '18 at 01:50 PM

Thanks for investigating Jamie!

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So, these are the steps I took to get this POS Localization Dashboard to do what I wanted, using POEdit or POEditor.

  • Obviously add whatever your "Native" language is.

  • Compile Text (big button) (Can do this from Game Target also, maybe even best to do so)

  • Add all the cultures (languages you want to localize)

  • Export Text (the big one from just under Cultures sub-window, NOT the individual culture's one), which will export ALL of them (with the appropriate folders and .po) under Content/Localization (Can do this from Game Target also, maybe even best to do so)

  • Upload Native .po to wherever

  • Do your thing

  • Export .po for each language

  • Overwrite every single Game.po that was created in the Export Text step in each culture under /localization

  • Import Text (Can do this from Game Target also, maybe even best to do so)

  • Compile Text

  • Profit

You probably don't need to compile text twice (but the last one is probably a good idea), regardless, the biggest thing here is... THE FREAKING THING DOES NOT WORK IN PIE WHEN SWITCHING CULTURES... I was at this for a few hours trying to figure out why my text IN GAME was not switching in PIE (even though my Editor was definitely changing its culture)... then on a whim... I tried out Standalone Game... and it worked... to say I was a bit frustrated would be a bit of an understatement.

Basically, makes VR Development even harder... well played Epic Games...well played...

Proof:

alt text

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answered Aug 14 '18 at 08:10 PM

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VictorBurgos
2.4k 60 27 111

avatar image Jamie Dale STAFF Aug 14 '18 at 09:31 PM

Culture switching doesn't work in PIE as it's actually the editor, but there is a game preview language setting in newer versions of UE4 that works in PIE (and the UMG editor). You can find it in the editor region & language settings.

avatar image VictorBurgos Aug 15 '18 at 01:27 PM

I'll look out for it, thanks. But you all really need to work on some documentation for this, especially so if you have no plans on fixing it anytime soon.

Even if it includes every single workaround. It's the right thing to do at this point. 10 versions later, still experimental, and looks like it got worse over time.

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