| layout | page |
|---|---|
| title | README |
| permalink | /readme/ |
UELocKit is a small Unreal Engine localization modding toolkit for workflows based on existing game strings.
It is built around a few practical goals:
- edit translations in a safe working format
- rebuild translated
.locresfiles - generate
.locmeta - package localization mods for Unreal games that use
.pakand optionally IO Store - document the process without redistributing original game files or third-party binaries
Before using UELocKit, make sure you have:
- Python
3.10or newer - PowerShell
UnrealLocresUnrealPakretocfor IO Store games
See:
UELocKit is for translating existing localization keys that already exist in a game.
It is not a general framework for inventing brand-new localization keys and assuming every Unreal game will display them.
- build-locres.ps1
- tools/build-standalone-locmod.ps1
- tools/init_workspace.py
- tools/translation_io.py
- tools/check_translation.py
- tools/check_source_update.py
- config/UELocKit.sample.config.psd1
- docs/overview.md
- docs/quickstart.md
- docs/index.md
- docs/workflow.md
- docs/tools.md
- docs/iostore-packaging.md
- docs/release-checklist.md
- docs/docs-localization-plan.md
- Their own game-specific extracted localization files
- Their own local copies of external tools
- A local Python installation for the helper scripts
Users are expected to provide their own:
- extracted game localization files
- local copies of the required external tools
- Read docs/tools.md
- Read docs/quickstart.md
- Copy config/UELocKit.sample.config.psd1 to
config/UELocKit.config.psd1 - Put your extracted source files in
source/ - Point the config at your files and tools
- Choose one workflow:
- start from scratch and generate empty working files
- continue from an existing translation and convert or refresh it into the working format
- Edit the working JSON file
- On game updates, compare a new
source/Game.<lang>.jsonagainst your existing working file - Build and test