A licensee reported that under the Chinese language setting in UE5, using the “Quickly Add to Project” button results in incorrect or ignored input when entering text via Pinyin IME. If the user sta ...
Asset localization does not work. When playing in standalone, it shows "jp" texture instead of "en" texture even if "-culture=en" is set. This appears to be a regression issue, as the localization w ...
FindTextInLocalizationTable can't find a translation to an entry when the translation is the same as the looked up key because FTextLocalizationManager::DisplayStringLookupTable don't keep entries t ...
When using the "Reload" asset action on a String Table asset, any Text variables that reference the string table would break and say "<MISSING STRING TABLE ENTRY>". ...
This is a regression from 5.3 that has been fixed in Main (32476819, for 5.5), but needs merging into 5.4. ...
Using LocalizationTable in text localization does not switch text correctly. This is not a problem in UE4.27, but it is a problem in UE5.0 and later. ...
When inputting an extreme large value into a float variable that exceed the maximum value of a float, the engine then becomes unresponsive. I tested this with an integer variable and this did not oc ...
The Localization Dashboard is not properly localizing Dialogue Wave assets that are located within plugins. This appears to be a problem with the UExportDialogueScriptCommandlet - namely, it appears ...
When set the current asset group language in a particular process, the asset refers to the "source asset" and output warning log. LogPackageLocalizationCache: Warning: Skipping the cache update for ...
Whenever packaging project from Launcher with a PreviewGameLanguage set, the culture="preview language" is added to the UE4CommandLine.txt file. Can avoid this issue by setting "None" in PreviewGam ...