How to catch Missing Translation Error ?

Is there a way to catch Missing Translation error ?
I was thinking there could be some sort of global callback that would be called when a database entrance for a specific key is missing…

This would allow us to make tool that automaticaly detect missing translation during a playthough so we can add them to our Localization file much more easily than having to hunt them down using the eyes of our QA tester.
We could for instance build automated QA tool to run on our continous integration.system that would warn up before we merge stuff with missing translation.

A simple callback would save us so much time, energy and make our QA tester job so much more enjoyable.

In a perfect world, it would even be possible for that callback to implement a missing translation behavior itself to handle special case but that would be an overkill (and probably affect performance, maybe ?)

We do have an option to print a warning in the console or change the string if no translation is found
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Having a callback is a good idea though Ill look into it for a future version.

Yup. Unfortunately, none of those are detectable throught code… (Well, i guess i could use Application.logMessageReceivedThreaded and then parse every log in the game to try to identify which are localisation error but that would be kinda painfull and probably not very performant…)

Yes at the moment it’s not simple to do. If you are happy to make changes to the package then you can add a callback inside of ProcessUntranslatedText in LocalizedStringDatabase.cs. You can copy the package from the PackageCache into the projects Packages folder and it will then let you make changes.