ue-localization-scanner

Scan Unreal Engine C++ and Blueprint codebases for hardcoded strings and localization issues.

Updated Mar 2, 2026
One-click install
npx skills add https://github.com/buihuuloc/universal-ue-skills --skill ue-localization-scanner
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue-localization-scanner
Source: https://github.com/buihuuloc/universal-ue-skills/tree/main/skills/ue-localization-scanner
Command: npx skills add https://github.com/buihuuloc/universal-ue-skills --skill ue-localization-scanner

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps developers identify and resolve hardcoded strings, incorrect FText usage, and other localization-related problems in Unreal Engine projects, ensuring a smooth and compliant internationalization process.

Core Features & Use Cases

  • C++ Code Scanning: Detects literal strings within FText::FromString, missing LOCTEXT calls, and potential localization needs in print/log statements.
  • Blueprint Scanning: Identifies text literal nodes in Blueprints and checks widget text properties for localizability.
  • String Table Validation: Audits string tables for orphan entries, missing references, and duplicate keys.
  • Use Case: When preparing a game for release in multiple languages, use this Skill to perform a comprehensive audit of all user-facing text to ensure it's correctly formatted for translation.

Quick Start

Run a full localization scan on the Unreal Engine project to identify all i18n compliance issues.

Frequently Asked Questions about ue-localization-scanner

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I find hardcoded strings in Unreal Engine C++ and Blueprints?

You can scan your Unreal Engine C++ and Blueprint codebases to detect hardcoded strings by checking for literal strings within FText::FromString, missing LOCTEXT calls, and text literal nodes in Blueprints.

What is the best way to validate Unreal Engine string tables for i18n?

To validate string tables for i18n, you audit them for orphan entries, missing references, and duplicate keys across your Unreal Engine project to ensure translation readiness.

How does FText localization scanning work for Unreal Engine projects?

FText localization scanning works by validating FText usage across C++ and Blueprints, identifying user-facing text incorrectly formatted for translation, and checking widget text properties for localizability.

Can I check Blueprint widget text properties for localizability?

Yes, you can check Blueprint widget text properties for localizability by scanning for text literal nodes in Blueprints and verifying that all user-facing text is correctly formatted for internationalization.

Do I need to prepare my Unreal Engine project for internationalization before release?

You need to prepare your Unreal Engine project for internationalization by performing a comprehensive localization audit of all user-facing text to identify and resolve hardcoded strings and incorrect FText usage before release.