Tools
Tools
UELocKit uses a bring-your-own-tools model.
The toolkit provides scripts and documentation. The user provides local copies of the external tools.
For a normal user, the simplest mental model should be:
- place the required source file in the expected folder
- make the external tools discoverable
- run the init script
- translate
- run the build scripts
Upstream links
FModelGitHub: 4sval/FModel Releases: FModel ReleasesretocGitHub: trumank/retocUnrealPakComes with Unreal Engine. Reference overview: UnrealPak overview
What to use, and when
FModel
Use FModel when you want to:
- inspect game assets visually
- browse localization-related assets
- export contextual JSON or text views when available
FModel is mainly useful for discovery and context, not for rebuilding .locres.
retoc
Use retoc when you want to:
- inspect or work with IO Store-based Unreal game content
- convert packaging outputs when the game expects
.utocand.ucas
In this toolkit, retoc is part of the packaging stage.
UnrealLocres
Use UnrealLocres when you want to:
- export or import
.locres - rebuild a translated
.locresfrom CSV
This is the key tool for the actual localization data round-trip.
UnrealPak
Use UnrealPak.exe when you want to:
- create the
.pakthat will contain the translated localization files
Python
Use Python when you want to:
- initialize a translation workspace from a source
.locres - convert JSON to CSV
- convert CSV to JSON
- validate translation working files
- run lightweight helper scripts
Recommended version:
- Python
3.10or newer
Practical requirement:
pythonshould be available from a terminal or PowerShell session
The toolkit does not install Python for the user.
Users should install Python themselves if it is not already available on their machine.
PowerShell
Use PowerShell when you want to:
- orchestrate the full build
- stage files into the right Unreal folder structure
- generate
.locmeta - call the external tools in sequence
Python build entrypoint
Use the Python build entrypoint when you want:
- a less Windows-specific orchestration layer
- a script that is easier to adapt for CI or automation
- a build flow that is not tied only to PowerShell
Current script:
Tool discovery
The scripts look for tools in this order:
- Explicit parameter
- Environment variable
- Local workspace convention
Environment variables
UNREALLOCRES_EXEUNREALPAK_EXERETOC_EXE
Config file
Sample config:
Recommended local pattern:
- copy it to
config/UELocKit.config.psd1 - keep the real config file out of version control
Recommended public-repo policy
- document upstream tools
- link to upstream projects
- do not bundle the binaries unless you explicitly choose to vendor them later
What the toolkit does for the user
If the user provides:
- a source
.locres - local tool installations
- a valid config or command-line paths
then the toolkit can:
- generate the initial working translation files
- rebuild a translated
.locres - generate
.locmeta - build
.pak - convert or package
.utocand.ucas
Preferred translation editing target:
- the generated JSON working file
Compatibility target:
- the generated CSV working file
What it does not provide:
- the original extracted game files
- the external binaries
- game-specific reverse engineering beyond this workflow