When creating IOS package with RemoteBuild, bCreateStubIPA is set to True by the following code.
public bool Build(TargetDescriptor TargetDesc, FileReference RemoteLogFile, bool bSkipPreBuildTargets) { ... // Handle any per-platform setup that is required if(TargetDesc.Platform == UnrealTargetPlatform.IOS || TargetDesc.Platform == UnrealTargetPlatform.TVOS) { // Always generate a .stub RemoteArguments.Add("-CreateStub");
So, CopyLocalizationsResources is not executed and BundleDisplayName is not localized.
public bool PrepForUATPackageOrDeploy(UnrealTargetConfiguration Config, FileReference? ProjectFile, string InProjectName, string InProjectDirectory, string InExecutablePath, string InEngineDir, bool bForDistribution, string CookFlavor, bool bIsDataDeploy, bool bCreateStubIPA, List<string> UPLScripts, string? BundleID, bool bBuildAsFramework) { ... if (!bCreateStubIPA) { CopyLocalizationsResources(InEngineDir, AppDirectory, BuildDirectory, IntermediateDirectory, Logger);
Try to localize CFBundleDisplayName by referring to the following document. Note that the IOS package must be created by remote build.
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/iOS/LocalizePlistInIOSProject/
expect : localization success
result : localization failed
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-173286 in the post.
0 |
Component | UE - Platform - Mobile |
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Affects Versions | 5.0, 5.1 |
Target Fix | 5.2 |
Created | Jan 4, 2023 |
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Resolved | Mar 27, 2023 |
Updated | Apr 29, 2023 |