diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp index b9ed63c1b68..f477134f5a1 100644 --- a/editor/editor_settings.cpp +++ b/editor/editor_settings.cpp @@ -268,6 +268,11 @@ void EditorSettings::_load_defaults(Ref p_extra_config) { String host_lang = OS::get_singleton()->get_locale(); host_lang = TranslationServer::standardize_locale(host_lang); + // Some locales are not properly supported currently in Godot due to lack of font shaping + // (e.g. Arabic or Hindi), so even though we have work in progress translations for them, + // we skip them as they don't render properly. (GH-28577) + const Vector locales_to_skip = String("ar,bn,fa,he,hi,ml,si,ta,te,ur").split(","); + String best; EditorTranslationList *etl = _editor_translations; @@ -275,6 +280,15 @@ void EditorSettings::_load_defaults(Ref p_extra_config) { while (etl->data) { const String &locale = etl->lang; + + // Skip locales which we can't render properly (see above comment). + // Test against language code without regional variants (e.g. ur_PK). + String lang_code = locale.get_slice("_", 0); + if (locales_to_skip.find(lang_code) != -1) { + etl++; + continue; + } + lang_hint += ","; lang_hint += locale;