Updated from 4.18.2 to 4.19.2 and localization no longer works

If I test standlone with -Culture=fr for example, that would boot the game in French, now I see this:

LogInit: Overriding locale with culture command-line option (fr).

LogTextLocalizationManager: No localization for ‘fr’ exists, so ‘en’ will be used for the language.

And looking at the code in EndInitTextLocalization() the array AvailableCultures appears to be empty.

I’ve checked the LocalizationDashboard and everything looks OK. I re-compiled all the languages and double checked them and I can’t see anything wrong.

Thanks.

OK so I think I found it, apparently I need:

[Internationalization]
+LocalizationPaths=%GAMEDIR%Content/Localization/MyLocalizationTargetName

In a game.ini. When I didn’t have that it defaulted the localization target name to ‘Game’ - which is set in the engine/config/basegame.ini but that’s not what mine was called.

Not sure how it worked before but adding that config entry fixed it after recompiling the text. Trouble is I’ve messed up all my translations in trying to work this out.

When I upgraded the engine to 4.19.2, the Korean serialization of the project went wrong.Standalone game runs well with all the translations,But after packaging, the Korean translation is lost and all text is empty.I’m in a new space Project test and the Korean translation is still wrong,String scrambling. I fount that “Added an improved Korean font to the editor.” as the engine released notes.but I do not know What’s the cause of the wrong.

Same problem. Do you know, how to fix it?

Guys any luck finding the solution to this? Struggling with the same issue here

same problem - korean symbols just empty in packaged game. Any solution? I tried to replace the default font with another but it seem I had no luck in that.

Update: manage to merge 2 fonts - one that is my usual game font and the other one is that supports korean. It solved the problem with empty symbols

We’ve been in the process of finally removing the semi-deprecated since 4.8 legacy fallback fonts. You’ll likely find that whatever font you’re using doesn’t support Korean glyphs, and that the fallback fonts were hiding that.

Take a look at the font docs for more info about how to set-up a composite font: Font Asset and Editor in Unreal Engine | Unreal Engine 5.1 Documentation