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LocHub 1.2.0

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@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.