Skip to content

Releases

LocHub 1.2.0

Choose a tag to compare

@DmVergasov DmVergasov released this 05 Oct 13:58
56e9a90

New

  • Translate from any source language. LocHub now translates from your localization target's native culture instead of assuming English. A game written in Chinese, Japanese, Russian or any other language gets the same translate, check and review flow. The translator and the judge are told the source language by name, for example "Simplified Chinese (zh-Hans)".
  • Setup Native Culture. New setting in Project Settings > Plugins > LocHub > Localization Target. Set Up gives a new target this native culture (en by default; zh-Hans for a game written in Chinese). A target that already has a native culture keeps it, and the Set Up summary says so when it differs from the setting; change it in the Localization Dashboard. A name the engine does not know falls back to en, and the Set Up summary says so.
  • Better estimates for Chinese, Japanese and Korean text. Cost estimates count each CJK character as one token, so a job on CJK text no longer hits its Max USD limit because the estimate was too low.

Behavior notes

  • Editing only the trailing fullwidth punctuation (。!?,) or the ideographic space of a source string is a cosmetic change and keeps its approvals, the same as ASCII punctuation.
  • A translation identical to a Chinese, Japanese or Korean source is flagged as untranslated even when it is one or two characters long.
  • XLIFF export is available after the first Push following the update (then Refresh the tab), so the file names the real source language instead of assuming en.
  • Length Check: for a Chinese, Japanese or Korean source translated into a Latin-script language, start with a Max Length Ratio of about 1.8.

Requirements

Unchanged: Unreal Engine 5.6, 5.7 or 5.8 and Node.js 22.11 or newer.

Downloads

One package per engine version: LocHub_5_6.zip, LocHub_5_7.zip, LocHub_5_8.zip.

LocHub 1.1.0

Choose a tag to compare

@DmVergasov DmVergasov released this 27 Sep 14:17

New

  • Custom (OpenAI-compatible) AI provider. Point LocHub at any endpoint that speaks the OpenAI Chat Completions API: a local model (Ollama, LM Studio, llama.cpp server, vLLM), a router (OpenRouter) or a private deployment (Azure OpenAI). The key is optional, and with a local model your text never leaves your machine. New settings: Base URL, Key Header, Custom Models, Structured Output, input/output prices, Max Parallel Requests and Request Timeout.
  • Length Check. Flags translations that would overflow your UI. Each UI string gets a limit from its English length (Chinese, Japanese and Korean characters count double, placeholders and tags not at all), the AI is told the limit up front, and the cell panel counts characters as you type. Configure it in Project Settings > Plugins > LocHub > Length Check: ratio, extra characters, per-culture overrides, and Warning or Must Confirm severity.
  • Translation exchange. Export a culture from the Grid to XLIFF 1.2 for a translation vendor's CAT tool, or to CSV for volunteers in a spreadsheet — all strings, or only the ones matching the current filters. Import their work back through the same format checks, with a preview of changed, skipped and conflicting strings and the reviewer's name recorded on every imported string.

Behavior notes

  • A Custom endpoint that stops answering no longer keeps a job running to the end: LocHub retries with smaller pieces and stops the job if even a single string times out.
  • Logs show a Custom endpoint's Base URL only as scheme, host and port.

Requirements

Unchanged: Unreal Engine 5.6, 5.7 or 5.8 and Node.js 22.11 or newer.

Downloads

One package per engine version: LocHub_5_6.zip, LocHub_5_7.zip, LocHub_5_8.zip.

LocHub 1.0.1

Choose a tag to compare

@DmVergasov DmVergasov released this 27 Sep 04:42

Changed

  • The Node.js check now runs when you launch LocHub (open the LocHub tab, Push, Push (Dry Run), Pull, Restart Service), not at every editor start. Teammates who have the plugin enabled but never use it no longer see the "Node.js required" window.
  • The "Node.js required" window no longer opens a second copy while one is already open.

Assets

LocHub_5_6.zip, LocHub_5_7.zip, LocHub_5_8.zip: the plugin package for each engine version (LocHub.uplugin, Config, Resources, Source). Unzip it into your project's Plugins/ folder; the C++ module is compiled with your project, so a C++ toolchain is needed.

Requirements are unchanged: Unreal Engine 5.6, 5.7 or 5.8 and Node.js 22.11 or newer.

Documentation: https://app.notion.com/p/LocHub-3e7fed51161881b6be04fb732972cb38

LocHub 1.0.0

Choose a tag to compare

@DmVergasov DmVergasov released this 26 Sep 18:51

First public release of LocHub: AI-assisted localization for Unreal Engine.

Get LocHub on Fab: fab.com/listings/aaf6a7ae-e02e-4975-91b4-129e2456e491

Highlights

  • Translate your project's text with your own AI provider: Anthropic (API key, or your own Claude subscription via Claude Code), OpenAI, xAI, DeepSeek or Google Gemini.
  • Format arguments, plural forms and rich-text tags are validated in code twice before anything is written.
  • An optional AI judge rates every translation's issues by severity and suggests a fix.
  • Editor tab with a fast grid, a keyboard-driven review queue, a glossary with CSV import/export, an inbox for the AI's questions and a coverage report.
  • A cost estimate and a hard Max USD cap per job, or run without an estimate.
  • Plain Unreal archives and .locres output; the LocHubSync commandlet runs Push/Pull on CI.

Requirements

  • Unreal Engine 5.6, 5.7 or 5.8. Tested on Windows; macOS and Linux are untested.
  • Node.js 22.11 or newer.

Assets

LocHub_5_6.zip, LocHub_5_7.zip, LocHub_5_8.zip: the plugin package for each engine version (LocHub.uplugin, Config, Resources, Source). Unzip it into your project's Plugins/ folder; the C++ module is compiled with your project, so a C++ toolchain is needed.

Documentation: https://app.notion.com/p/LocHub-3e7fed51161881b6be04fb732972cb38

License: Business Source License 1.1, see LICENSE.