LocCheck README¶
Localization QA & Table Management for Unreal Engine
LocCheck helps you search, review, validate, and clean up localized text inside Unreal Engine projects. It is built for developers who use Unreal's localization tools but want a clearer way to see what is missing, what is risky, and what should be reviewed before release.
Overview¶
Localization issues are easy to miss. A project can have hundreds or thousands of keys across String Tables, Widget Blueprints, generated localization archives, and UI references. LocCheck brings those pieces into one focused editor window.
Use it to scan localization entries, review culture progress, inspect individual strings, flag missing or broken translations, check for hardcoded UI text, and export reports for your own notes or a translator/QA handoff.
LocCheck does not translate your game and does not replace Unreal Engine's localization dashboard. It helps you audit and manage the localization data you already have.
Key features¶
- Localization Health Score — A 0 to 100 score that estimates the current localization state based on enabled checks and issue severity.
- Dashboard — Summary cards for total issues, critical issues, warnings, scanned tables, culture progress, and top fix categories.
- Table Browser — Dense searchable table view for keys, namespaces, source text, status, severity, cultures, and table names.
- Problems View — Issue-focused review page grouped by severity, with quick filtering and synchronized inspector details.
- Inspector Panel — View key metadata, source text, translations, issue messages, notes, review status, character limits, and usage references.
- Usage Finder — Helps identify where localized entries are referenced by project assets.
- Hardcoded Text Scanner — Reviews Widget Blueprints for common UI text that may not be using Unreal localization.
- QA Scanners — Checks missing translations, empty translations, placeholders, rich text tags, long text risks, duplicate keys, repeated source text, naming issues, font glyph coverage, and unused entries.
- Review Workflow — Per-entry status, notes, ignored issues, locked entries, and persisted review data.
- Reports & Export — Markdown, HTML, CSV, Table Split Plan, and Review Status exports.
- Configurable Settings — Target cultures, source culture, included/excluded paths, scanner toggles, text length rules, naming rules, ignored namespaces, and report output directory.
Compatibility¶
| Item | Supported |
|---|---|
| Unreal Engine | 5.5, 5.6, 5.7 |
| Platforms | Windows, macOS, Linux |
| Plugin type | Editor-only |
| Runtime impact | None |
| External dependencies | None |
Installation¶
- Close Unreal Engine.
- Copy the
LocCheckplugin folder into your project'sPluginsfolder. - Your path should look like this:
YourProject/Plugins/LocCheck/LocCheck.uplugin
- Reopen the Unreal project.
- If Unreal asks to rebuild modules, allow it.
- Open the plugin from Tools > ECal Studios > LocCheck — Localization QA.
You can also open LocCheck with Ctrl+Shift+L.
Quick start¶
- Open LocCheck from the Unreal Editor Tools menu.
- Click Quick Scan in the top-right area of the plugin window.
- Read the Dashboard summary.
- Open Tables for full search and filtering.
- Select a row to inspect translations, issues, notes, and character limits.
- Open Problems to review only flagged issues.
- Export a report from Reports when you are ready to share the results.
What LocCheck does not do¶
LocCheck is an audit and review tool. It does not:
- Automatically translate text.
- Replace Unreal Engine's localization dashboard.
- Modify localization files during a normal scan.
- Automatically rename keys.
- Guarantee that every translation is linguistically correct.
- Detect text created only at runtime through custom code paths.
Known limitations¶
- Unused entry detection can produce false positives when your game builds localization keys dynamically at runtime.
- Font glyph checks require imported
UFontFaceassets to inspect coverage. - Hardcoded text scanning focuses on common Widget Blueprint text properties. Custom widgets or custom C++ UI code may need manual review.
- The health score is a practical review aid, not a certification system.
- Projects with very large content folders may scan more slowly when deep scanners are enabled.
Support¶
For questions, bug reports, or feature requests, email [email protected].
Please include the plugin version, Unreal Engine version, operating system, a short description of the issue, and relevant Output Log lines containing LogLocCheck.
Copyright (c) 2026 ECal Studios. All Rights Reserved.