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LocCheck README

Localization QA & Table Management for Unreal Engine

Fab listing: Open LocCheck on Fab

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, Data Assets, Data Tables, 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, review data-driven FText stored in assets, 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, text risks, 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.
  • Reveal Related Assets — Double-click issue rows to reveal the related String Table, Blueprint, Widget Blueprint, or asset in the Content Browser.
  • 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.
  • Text Risks / Hardcoded Text Scanner — Reviews Widget Blueprints for common UI text that may not be using Unreal localization.
  • Asset FText Scanner — Scans project Data Assets, Data Tables, and safe Blueprint class defaults for reflected FText fields that may need localization review.
  • 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, asset FText scanning, text length rules, naming rules, ignored namespaces, and report output directory.

Version 1.1.0 highlights

LocCheck 1.1.0 adds asset-level FText review for data-driven projects. LocCheck 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 ability descriptions.

The new Asset FText Scanner is editor-only, non-destructive, and uses project content paths by default. Findings appear in the existing Text Risks/Hardcoded Text review area and can be included in exported reports.

Custom runtime-only text systems, external databases, non-reflected storage, or text built only in custom code paths may still require manual review.

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

Install from Fab

  1. Open the LocCheck listing on Fab.
  2. Add or purchase the plugin using your Epic/Fab account.
  3. Install it for the supported Unreal Engine version you want to use.
  4. Enable LocCheck in your Unreal project, then restart the editor if Unreal asks you to.

Manual project install

  1. Close Unreal Engine.
  2. Copy the LocCheck plugin folder into your project's Plugins folder.
  3. Your path should look like this:
YourProject/Plugins/LocCheck/LocCheck.uplugin
  1. Reopen the Unreal project.
  2. If Unreal asks to rebuild modules, allow it.
  3. Open the plugin from Tools > ECal Studios > LocCheck — Localization QA.

You can also open LocCheck with Ctrl+Shift+L.

Quick start

  1. Open LocCheck from the Unreal Editor Tools menu.
  2. Click Quick Scan in the top-right area of the plugin window.
  3. Read the Dashboard summary.
  4. Open Tables for full search and filtering.
  5. Select a row to inspect translations, issues, notes, and character limits.
  6. Open Problems to review only flagged issues.
  7. Open Hardcoded Text / Text Risks to review Widget Blueprint text and asset FText findings.
  8. Export a report from Reports when you are ready to share the results.

Revealing issue assets

LocCheck can help you jump from a detected issue back to the related project asset.

In the Tables, Problems, and Hardcoded Text/Text Risks views, double-click an issue row to reveal the related asset in the Unreal Content Browser. This makes it easier to find the String Table, Blueprint, Widget Blueprint, or other asset connected to the warning.

This feature reveals the related asset. It does not currently open the exact String Table entry, Blueprint node, graph pin, or text field automatically.

Data-driven FText review

Many Unreal projects, especially RPGs, store player-facing text in data instead of directly in widgets. LocCheck can scan reflected FText fields in project assets such as:

  • Data Assets and Primary Data Assets
  • Data Tables with FText row fields
  • Nested structs, arrays, maps, and sets where safe
  • Safe Blueprint class defaults

This helps find text such as weapon names, item descriptions, skill names, spell descriptions, quest text, NPC dialogue, buffs, debuffs, and tooltips. LocCheck reports the asset, asset type, property path, row name when available, suspect text preview, and a review message.

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 every text value created only at runtime through custom code paths.
  • Read non-reflected custom storage or external databases automatically.

Known limitations

  • Unused entry detection can produce false positives when your game builds localization keys dynamically at runtime.
  • Font glyph checks require imported UFontFace assets to inspect coverage.
  • Text risk scanning focuses on common Widget Blueprint text properties and reflected FText properties in project assets. Custom widgets, custom C++ UI code, runtime-only text systems, external databases, or non-reflected storage 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.