Quick answer: Save all translation source files as UTF-8 (without BOM) and explicitly read them as UTF-8 in your import pipeline so accented and non-Latin characters round-trip correctly.

Accented characters turning into é or boxes almost always means an encoding mismatch on a translation file. Standardizing on UTF-8 fixes it. Here is how.

How to fix it

1. Save sources as UTF-8 without BOM

Ensure every translation CSV/JSON/PO is saved as UTF-8; configure your editor and export tools to avoid legacy ANSI and to omit the BOM that some parsers mishandle.

2. Read with an explicit UTF-8 decoder

Open files with an explicit UTF-8 reader in your import code rather than relying on the platform default, which may be Windows-1252 and silently corrupt characters.

3. Validate after import

Add a check that flags replacement characters or unexpected high-byte sequences after import, so an encoding regression in a new file is caught before it ships.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.