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LocCheck

LocCheck is an editor-only Unreal Engine plugin by ECal Studios for localization QA, string table review, and large localization table management.

It helps you find missing translations, empty entries, broken placeholders, risky text length changes, duplicate keys, bad key naming, unused localization entries, missing font glyph coverage, hardcoded UI text, and player-facing FText stored in Data Assets and Data Tables before those issues reach players.

LocCheck does not replace Unreal Engine's localization system. It gives you a clearer review layer on top of your existing String Tables, localization archives, Widget Blueprints, Data Assets, Data Tables, fonts, and project assets.

LocCheck thumbnail

Best use case

Use LocCheck when your project already has localization data, or when you are preparing your game for translation, QA, Fab submission, Steam release, or wider public testing.

What LocCheck helps with

  • Scan localization entries

    Review String Tables and localization archive data in one searchable workspace.

  • Find player-facing issues

    Catch missing translations, empty translations, broken placeholders, broken rich text tags, and long text risks.

  • Manage large tables

    Search, filter, sort, and triage large string tables without digging through scattered editor windows.

  • Check font coverage

    Detect characters that may not be covered by imported UFontFace assets.

  • Find hardcoded UI text

    Scan Widget Blueprints for TextBlock, RichTextBlock, EditableText, and EditableTextBox text that may not be localized.

  • Review data-driven FText

    Scan project Data Assets and Data Tables for reflected FText fields, including item names, skill descriptions, spell tooltips, quest text, dialogue, and other player-facing data.

  • Export reports

    Create Markdown, HTML, CSV, table split, and review status reports for QA handoff and documentation.

  • Reveal related assets

    Double-click issue rows in Tables, Problems, and Hardcoded Text results to reveal the related asset in the Content Browser.

Dashboard overview

The Dashboard gives you a quick summary of the current localization state: health score, issue counts, culture progress, top fixes, and a preview of entries that need attention.

LocCheck dashboard

Main workflow

  1. Open Tools > ECal Studios > LocCheck — Localization QA.
  2. Click Quick Scan.
  3. Review the Dashboard for the health score, issue counts, culture progress, and top fixes.
  4. Open Tables to search and filter entries.
  5. Select an entry to inspect its source text, translations, issues, notes, status, character limit, and usage references.
  6. Use Problems for issue-focused review.
  7. Use Hardcoded Text / Text Risks to review Widget Blueprint text and data-driven asset text found in Data Assets and Data Tables.
  8. Double-click issue rows when you need to reveal the related String Table, Blueprint, Widget Blueprint, or asset in the Content Browser.
  9. Use Reports to export QA handoff files.
  10. Use Settings to tune cultures, paths, scanners, thresholds, naming rules, and report output.

Requirements

Requirement Details
Unreal Engine 5.5, 5.6, 5.7
Plugin type Editor-only
Runtime impact None
External dependencies None
Supported platforms Windows, macOS, Linux
Module LocCheck editor module
Current version 1.1.0

Version 1.1.0 highlights

LocCheck 1.1.0 adds the Asset FText Scanner. It can scan project Data Assets and Data Tables for reflected FText fields, helping you find player-facing text stored outside widgets, such as item names, skill descriptions, spell tooltips, quest text, NPC dialogue, buffs, debuffs, and other data-driven content.

These findings appear in the existing Text Risks review flow and can be included in exported reports. Custom runtime-only text systems or non-reflected custom storage may still require manual review.

Compatibility notes

LocCheck is designed for standard Unreal Engine localization workflows, including String Tables and generated localization archive files. It can still open and scan safely when a project has little or no localization data, but the most useful results come from projects with String Tables, target cultures, and generated localization files.

The plugin is editor-only and does not add runtime code to packaged builds.

Fab listing

LocCheck is available on Fab: Open LocCheck on Fab.

Documentation

Support

For support, email [email protected] and include:

  • Plugin name and version
  • Unreal Engine version
  • Operating system
  • A short description of the issue
  • Relevant Output Log lines containing LogLocCheck
  • Screenshots if the issue is visual