ue-localization-scanner

Scan Unreal Engine projects for hardcoded strings and validate FText usage.

1|1|Updated Dec 1, 2025
One-click install
npx skills add https://github.com/sipherxyz/universal-ue-skills --skill ue-localization-scanner-sipherxyz
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue-localization-scanner
Source: https://github.com/sipherxyz/universal-ue-skills/tree/main/skills/ue-localization-scanner
Command: npx skills add https://github.com/sipherxyz/universal-ue-skills --skill ue-localization-scanner-sipherxyz

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill identifies and helps fix hardcoded strings, incorrect FText usage, and other localization-related problems in Unreal Engine projects, ensuring your game is ready for internationalization.

Core Features & Use Cases

  • C++ Code Scanning: Detects literal strings within FText::FromString, missing LOCTEXT usage, and non-localized log messages.
  • Blueprint Scanning: Flags 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: Before releasing your game, use this Skill to perform a comprehensive localization audit, catching all hardcoded text and ensuring your string tables are correctly implemented.

Quick Start

Run a full localization scan across C++ code and Blueprints for the current project.

Frequently Asked Questions about ue-localization-scanner

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

FAQPage Schema
How do I scan Unreal Engine projects for hardcoded strings?

Scanning Unreal Engine projects for hardcoded strings involves auditing C++ code for literal strings and checking Blueprint assets for text literal nodes to identify non-localized text.

What is the best way to validate FText usage for localization?

Validating FText usage for localization involves detecting missing LOCTEXT macros and incorrect FText::FromString patterns in C++ code, while also checking Blueprint widget text properties for localizability.

Can I audit Unreal Engine string tables for missing references?

You can audit Unreal Engine string tables for missing references, orphan entries, and duplicate keys to ensure string table integrity and correct implementation for internationalization.

Does the localization scanner check Blueprint assets as well as C++ code?

The localization scanner checks both Blueprint assets and C++ code, flagging text literal nodes in Blueprints and validating widget text properties while also detecting non-localized log messages in C++.

When do I need to perform a localization audit on my Unreal Engine game?

Perform a localization audit on your Unreal Engine game before release to catch hardcoded text, validate FText usage, and ensure string tables are correctly implemented for internationalization compliance.