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When a game shows English text after you selected another language, or displays a mistranslated subtitle, treat it as a localization-pipeline problem rather than immediately replacing the translation. First verify the active locale and its fallback, then inspect the key, context, variables, generated resource files, and runtime package. Unity and Unreal separate authoring, translation, packaging, and runtime loading in different ways, so the correct fix depends on where the text disappears.

This guide gives a repeatable diagnosis for editor and shipped builds, with engine-specific steps for Unity and Unreal Engine. It also covers long-string layout failures, fonts, localized assets, and Steam store-page settings.

Begin with a reproducible failure

Use the exact platform, build, save state, and language in which the text is wrong. Record the visible wording, the screen or asset that contains it, the expected translation, and whether the problem occurs in the editor, a development build, or the released build. Do not test only by changing the editor language: a startup selector, command-line option, platform setting, or saved player preference may override it.

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  1. Set the game to the affected language and restart it if the title normally chooses a language at launch.
  2. Navigate to the precise menu, subtitle line, item description, or tutorial prompt.
  3. Capture the displayed text and identify whether it is one string, a group of strings, or every string in the language.
  4. Repeat on the target platform. A package that works in the editor can omit tables, compiled resources, or localized assets in a player build.

The scope is an important first branch. One missing key usually points to source text, context, or translation data. One table or asset points to an import, binding, or packaging problem. An entire language points to locale selection, fallback, file deployment, loading policy, or compilation.

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Verify the active locale and fallback chain

A selected language is not necessarily the locale that resolved a particular string. Locale identifiers can include a language and an optional region, such as fr and fr-CA. If the regional locale has no entry, the runtime may walk its configured fallback chain. Unity explicitly allows missing entries in a newly added locale to resolve to the project (authoring) locale, which makes a functioning fallback look like an incorrect translation.

Checks common to any engine

  • Display the runtime locale code in a diagnostic screen or log, not only the language name shown in a menu.
  • Confirm that the locale is enabled, included in the build, and selected by the startup selector or platform integration.
  • Inspect the fallback order. A language-only locale and a regional locale can have different entries and different parents.
  • Check whether a saved preference is restored after the language menu closes. Clear it or launch with a known setting when reproducing.
  • Compare a missing key with a known translated key in the same table. If the known key also falls back, investigate locale loading before editing translations.

Unreal culture and target loading

In Unreal Engine, inspect the active culture and the localization target loading policy. A culture can be selected correctly while its target is not loaded in the current build. Verify the target configuration and packaged culture files before changing the text itself.

Check the key, source context, and variables

Localization systems resolve an identifier, not merely the words visible on screen. Confirm that the UI call site requests the intended key and table, and that the key exists in the target-language data.

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  • Verify spelling, capitalization, namespace, table or target name, and the exact key used by the widget or script.
  • Check that the translation is attached to the current source text. If the source sentence changed, an older translation may be left against a prior source revision or marked untranslated.
  • Review context such as character, gender, item type, menu location, or developer notes. Two identical English words may require different translations.
  • Match every variable, placeholder, and formatting token between the source and translation. A missing argument can make a line fail validation or display a fallback.
  • For plural or conditional text, verify the plural category and the value supplied at runtime. A translation can exist while the requested plural form is absent.

Never “fix” a placeholder error by deleting a variable from the translation unless the UI no longer supplies it. The next substitution can then produce a broken sentence or a runtime formatting error.

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Regenerate the localization pipeline

Translation edits do not always flow directly into a game. Treat generation as a sequence and identify the first stage that lacks the corrected text.

  1. Gather source text and context from the current project files.
  2. Export the gathered entries to the translator-facing format.
  3. Import the returned or edited translations.
  4. Compile runtime resources for the cultures included in the build.
  5. Package the generated files, rebuild the player, and test the shipped output.

Unreal Engine documents this Gather, Export, Import, and Compile cycle as an iterative process: run it again when source strings or translations change. A corrected line that exists only in an editor view or an external PO file cannot appear in the build until the relevant generated resource is refreshed.

Repair stale Unreal gather data

If edited text is not being gathered, or older assets have invalid gather metadata, use the localization commandlets documented by Epic:

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  • ReportStaleGatherCache identifies entries whose gather cache no longer matches the project.
  • FixStaleGatherCache repairs stale cache records.
  • FixMissingGatherCache creates cache data for assets that lack it.

Run the report first, record which assets and targets are affected, then apply the appropriate repair and repeat Gather. Do not assume that changing a translation file alone updates source metadata.

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Unity: trace a string from table to UI

Unity describes Localization Runtime as a built-in package shipped with the Unity Editor and enabled by default. Runtime tables can be requested by scripts and components or bound through UI Toolkit. A string that works in one screen but not another often has a binding or table-reference difference rather than a language-file problem.

Confirm the collection and binding

  1. Open the relevant String Table Collection and verify that the target locale has a row for the key.
  2. Check that the component, script, or UI Toolkit binding references that collection and key, not a similarly named table.
  3. If the text is loaded asynchronously, confirm that the table and locale are available before the label is read. Test after the localization operation completes.
  4. Inspect the Localize String Event or equivalent callback for code that overwrites the localized value after it is applied.
  5. Verify that the selected table is included in the content storage and in the player build.

Smart Strings and formatting

Unity Smart Strings support pluralization, conditions, and live values. Compare the Smart String arguments at the call site with the placeholders defined in the table. A key may be present but render the project language or an error when a required named argument, selector, or plural value is missing. Test the same key with the smallest valid argument set, then add conditions back one at a time.

Exchange files safely

Unity supports CSV and XLIFF import and export for translation exchange. Before importing, preserve the key and source columns, keep locale codes consistent, and avoid spreadsheet operations that alter punctuation or placeholder braces. After import, inspect the table in Unity and run the player; an apparently successful file import does not prove that the table is in the build.

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Understand Unity fallback

If a key is absent in a newly added locale, Unity can resolve it to the project locale instead of returning an empty value. To distinguish intended fallback from a bad translation, temporarily add a conspicuous test translation for the target key, rebuild or reload the tables, and check the runtime locale. If the test value never appears, the issue is selection, loading, binding, or packaging rather than wording.

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Unreal Engine: verify targets, files, and compilation

Epic’s Localization Dashboard creates a Game Localization Target by default and provides the controls for Gather, Export, Import, and Compile. Use the dashboard to inspect the target that owns the failing text rather than editing a generated file by hand.

Use the right editing path

For broad translation work, Epic recommends a PO export/import workflow with external translator tools such as Poedit, OneSky, or XLOC. The Unreal Translation Editor is appropriate for spot fixes. Whichever path you use, import the result into the target and compile it; a manual change to an intermediate export is not a runtime update.

Check generated culture resources

Unreal localized assets are stored in per-culture L10N folders. Inspect the packaged output for the culture directory and the asset or text resource expected by the target. A missing directory, wrong culture code, or omitted asset can affect every string or only a particular asset class.

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Rebuild after culture changes

Unreal notes that localized assets are culture-specific and are not hot-reloaded for runtime culture changes in the editor. Restart the game or editor session when changing culture if an asset appears stuck in the previous language. For a packaged build, close and relaunch after installing or replacing localized resources so the loading process starts with the intended culture.

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Separate text errors from layout and font errors

A translation can be correct while the UI makes it appear missing or wrong. Longer words may be clipped, overlap another control, wrap into an unreadable region, or use a fallback glyph that looks like a box.

Use pseudo-localization before language-by-language review

Unity documents pseudo-localization for stretching text and swapping characters to expose layout problems. Enable an equivalent test mode in your pipeline, or use deliberately expanded and accented test strings, then inspect every major screen. Pseudo-localization should reveal fixed-width labels, buttons that cannot grow, text fields that truncate, and assumptions about left-to-right word order.

Check fonts and glyph coverage

  • Confirm that the font asset contains the scripts required by the target language, including accented Latin, Cyrillic, Greek, CJK, Arabic, or Devanagari characters as applicable.
  • Verify fallback font order and that the fallback assets are included in the build.
  • Look for tofu boxes, missing diacritics, inconsistent weights, or a sudden change of typeface; these indicate glyph coverage or fallback configuration rather than a translation entry.
  • Test right-to-left languages separately when supported. Alignment, punctuation, cursor movement, and mirrored controls may require dedicated UI handling.

Measure the actual rendered result

Test the longest realistic translation in each important control, not only the shortest sample. Check minimum and maximum window sizes, console safe areas, subtitle timing, controller navigation, and accessibility text scaling. Fix the layout constraint or resizing rule instead of shortening a translation without the translator’s approval.

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Distinguish in-game language data from Steam store localization

Steam store-page localization and in-game localization are separate configuration areas. A localized store description, screenshots, or capsule does not supply translated strings to the running game, and a correctly packaged game language does not automatically translate the store page. Validate both sets of resources independently when a release checklist includes Steam.

Choose an implementation and workflow

Engine-native systems and external translation tooling can coexist. Choose based on how your team manages keys, context, review, and runtime delivery.

Decision area Unity Localization Unreal localization pipeline What to verify
Runtime resolution Tables are resolved at runtime by scripts, components, or UI Toolkit bindings. Compiled target resources and culture files are loaded according to target policy. Confirm the resource is included and loaded in the player.
Fallback Locale fallback can return the project locale when a key is missing. Culture and target loading configuration determine which resource is available. Log the active locale or culture and inspect the fallback chain.
Translator exchange CSV and XLIFF import/export are documented options. PO export/import is the general workflow; the Translation Editor suits spot fixes. Preserve keys, source text, context, and placeholders.
Layout testing Pseudo-localization can stretch or substitute characters. Use an equivalent expanded-string test pass in the project’s UI test process. Check overflow, fonts, and right-to-left behavior.
Automation Automate table validation, placeholder checks, and content-storage inclusion in builds. Automate gather-cache reports, target compilation, and packaged-culture checks. Fail the build when a required key or culture resource is absent.
Translator review Review table entries and imported CSV/XLIFF changes with context. Review PO entries or Translation Editor spot fixes, then import and compile. Keep a review status so an old translation is not mistaken for a current one.

Symptom-based fixes

What you see Likely cause Next action
Only one label is English Missing key, wrong table reference, stale source association, or fallback. Compare the key, source text, context, and target row; then reload the table.
Every string is English after selecting a language Wrong active locale, locale not enabled, files not packaged, or target not loaded. Log the locale or culture and inspect packaged resources before editing translations.
Editor shows the fix but the build does not Uncompiled or unbundled runtime data, stale gather cache, or content-storage omission. Run the complete generation cycle, rebuild, and inspect the player package.
Text is translated but clipped Fixed dimensions, wrapping rules, or a longer translation. Run pseudo-localization and resize the control or its layout constraints.
Characters appear as squares Missing glyphs or fallback font not included. Add the required glyph range and package the fallback font.
Changing language does not change an image, voice line, or asset Culture-specific asset is cached or not loaded. Restart the editor or game and check the culture’s L10N resource path in Unreal.
Subtitles fail only for one grammatical form Plural, gender, condition, or Smart String argument mismatch. Test each selector and argument with the exact runtime values.

A release checklist that prevents recurrence

  • Every supported locale has an explicit entry or an intentional, documented fallback for each shipped key.
  • Source changes trigger a fresh gather, and stale or missing Unreal gather caches are reported and repaired.
  • Imported CSV, XLIFF, or PO files retain keys, context, placeholders, and plural forms.
  • Compiled runtime resources and culture-specific assets are present in a clean build, not only in the editor project.
  • Automated checks exercise missing keys, malformed placeholders, unsupported glyphs, and duplicate identifiers.
  • Pseudo-localized and longest-string passes cover menus, HUD elements, subtitles, settings, tutorials, and error dialogs.
  • Tests run on every target platform and with a cold start after changing language.
  • Steam store-page language fields are reviewed separately from in-game language resources.

When a translation is still wrong, return to the first failed stage: active locale, key and context, gathered source, imported translation, compiled resource, packaged file, runtime binding, or rendered layout. Fixing that boundary is more reliable than repeatedly editing the visible sentence.

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