I’m doing the global content initiative thing so time is of the essence on this one.
I’m attempting to make use of the AutoLocalize property of some text labels, manually entering the data because I’m told there are problems with the automatic text capture ATM, and only 6 of the text labels are successfully translating. I’ve double and triple checked the spellings of my source text, AutoTranslate checkboxes, and have no idea why some would work and the others wouldn’t. So I made a little isolated rbxl to demonstrate the problem.
- How often does the bug happen (Everytime/sometimes/rarely)? What are the steps that reproduce the bug? Please list them in very high detail. Provide simple example places that exhibit the bug and provide description of what you believe should be the behavior.
Happens everytime. To reproduce, open this rbxl in studio, use the plugins loc tool to set the language to Spanish, and play. You will see that 6 of the 9 text fields have been translated to pig latin (I don’t know Spanish) but the other 3 have not.

If you then save the LocalizationTable as a csv and inspect it, you’ll see that the source text for those untranslated fields is there, and we should expect to see all of the fields in pig latin.

Here is the rbxl:
FailToAutolocExample.rbxl (18.3 KB)
I’ve only just started working on my game’s loc so only discovered this today.
So since I’m not using the text scraper the context is empty. My understanding is that’s ok - and if it wasn’t ok I’d expect all the fields to fail to translate, not just 3 of them, but correct me if I’m wrong.