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 languagegather allexport native language to fileimport 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!

Hello,

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Thanks

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.

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

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

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

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 Android

.
Thanks

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)?

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

Hi Jamie…Localization is still not working. I have attacked my settings

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.

Show localized is empty

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.

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.

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.

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.

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?

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?

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.

Thanks for investigating Jamie!