Skip to content

Product reference · Unreal

Unreal, read from its own localisation containers

Unreal keeps text in LOCRES containers, metadata sidecars and exported tables, then packs them inside archives. LocalizationHub reads the containers itself and orchestrates a verified tool only where the archive format requires one.

Read directly

  • .locres in both compact and optimized (CRC32 / CityHash64) layouts, validated against a shipping engine catalogue of 54,314 entries.
  • .locmeta: native culture and compiled cultures, kept as metadata and never turned into entries.
  • String Table CSV and structured JSON dumps of FText, DataTable and DialogueWave assets.
  • Rich markup (<Bold>, <img id=…>, colour tags) preserved as protected tokens rather than stripped.

Needs a tool you configure

  • .pak: a configured repak build unpacks into a temporary folder, and the LOCRES inside continue through the same reader — 55,950 entries from 50 containers in a validated run.
  • .utoc / .ucas (IoStore): the same contract with retoc, including the .ucas companion file.
  • Binary .uasset to JSON with a UAssetDumper build, when the asset version is one it can read.

Known limits

  • Legacy LOCRES without a magic header is read, but has not been validated against a real legacy file yet.
  • UE5.x .uasset dialogue assets stop at “partial”: the pinned UAssetAPI version cannot read their version header, and guessing is not an option.
  • Encrypted archives are read only with an AES key you supply. The key is passed to the tool as an argument and is never stored, logged or uploaded.
  • Engine and plugin stock text (Engine/…, test namespaces) is auto-excluded from the list: it is not your game’s text.

Never touched

  • Nothing is written back into a .pak, .utoc, .ucas or .uasset.

Statuses come from the project’s tested compatibility record. Every “read directly” line was validated against real game files or fixtures; partial support is written as partial, and an external tool is named as a tool you configure yourself.

Open a file in the browser editorGame archives are read by the Windows build, where the archive tools run on your machine.Windows app