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.
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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¶
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Scan localization entries
Review String Tables and localization archive data in one searchable workspace.
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Find player-facing issues
Catch missing translations, empty translations, broken placeholders, broken rich text tags, and long text risks.
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Manage large tables
Search, filter, sort, and triage large string tables without digging through scattered editor windows.
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Check font coverage
Detect characters that may not be covered by imported
UFontFaceassets. -
Find hardcoded UI text
Scan Widget Blueprints for TextBlock, RichTextBlock, EditableText, and EditableTextBox text that may not be localized.
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Review data-driven FText
Scan project Data Assets and Data Tables for reflected
FTextfields, 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.
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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.

Main workflow¶
- Open Tools > ECal Studios > LocCheck — Localization QA.
- Click Quick Scan.
- Review the Dashboard for the health score, issue counts, culture progress, and top fixes.
- Open Tables to search and filter entries.
- Select an entry to inspect its source text, translations, issues, notes, status, character limit, and usage references.
- Use Problems for issue-focused review.
- Use Hardcoded Text / Text Risks to review Widget Blueprint text and data-driven asset text found in Data Assets and Data Tables.
- Double-click issue rows when you need to reveal the related String Table, Blueprint, Widget Blueprint, or asset in the Content Browser.
- Use Reports to export QA handoff files.
- 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