From FText macros to locale fallback chains: localize your UE5 game with the Localization Dashboard, String Tables, C++, Blueprints, and automated translation.
FText is Unreal Engine's localization-aware string type. Every user-facing string in your game — UI labels, dialog, tooltips, notifications — must use FText to participate in the localization pipeline. FString is for internal logic only.
// FText is UE's localization-aware string type.
// ALWAYS use FText for user-facing text, never FString.
// LOCTEXT: localize a literal string (most common)
FText Title = LOCTEXT("MainMenuTitle", "Start Game");
// NSLOCTEXT: specify namespace explicitly
FText Msg = NSLOCTEXT("UI", "WelcomeMessage", "Welcome, adventurer!");
// INVTEXT: invariant text (never translated — debug/logging only)
FText Debug = INVTEXT("Debug overlay active");
// FText::Format: safe variable interpolation
FText Greeting = FText::Format(
LOCTEXT("PlayerGreeting", "Hello, {PlayerName}!"),
FText::FromString(PlayerName)
);// In a UMG Widget (C++)
void UMainMenuWidget::NativeConstruct()
{
Super::NativeConstruct();
// Bind localized text to UI elements
if (TitleLabel)
{
TitleLabel->SetText(LOCTEXT("GameTitle", "My Epic Game"));
}
if (PlayButton)
{
PlayButton->SetText(LOCTEXT("PlayButtonLabel", "Play Now"));
}
}
// IMPORTANT: Always use LOCTEXT for UMG widget text.
// Setting text via FString bypasses the localization pipeline.The Localization Dashboard is UE's built-in tool for managing translations. It gathers all LOCTEXT and NSLOCTEXT strings from your source code, exports them as .po files for translation, and compiles the results into .locres binary files that UE loads at runtime.
# 1. Open the Localization Dashboard:
# Window > Localization Dashboard
# 2. Add a localization target (e.g., "Game")
# 3. Add cultures:
# Click "Add New Culture" > select languages (de, ja, fr, es, ko, zh-Hans...)
# 4. Gather text:
# Click "Gather Text" — UE scans all LOCTEXT/NSLOCTEXT macros
# 5. Export translations:
# Click "Export" to generate .po files for each culture
# 6. Import translations:
# After translating .po files, click "Import"
# 7. Compile translations:
# Click "Compile" to generate .locres binary files
# 8. Preview:
# Editor Preferences > Region & Language > Preview Game LanguageString Tables let you define localized strings in a centralized asset instead of scattering LOCTEXT macros across source files. They are ideal for UI text, dialog, and any strings that designers or writers need to edit without touching code. String Tables can be defined as UE assets or imported from CSV.
// StringTables provide a data-driven approach to localization.
// Define strings in a CSV asset instead of scattering LOCTEXT across code.
// 1. Create a String Table asset:
// Content Browser > Right-click > Miscellaneous > String Table
// 2. Or define via CSV (importable into UE):
// Key,SourceString
// MainMenu_Title,Start Game
// MainMenu_Continue,Continue
// MainMenu_Settings,Settings
// MainMenu_Quit,Quit to Desktop
// HUD_Health,Health
// HUD_Ammo,Ammo: {0}
// Dialog_Merchant_Greeting,Welcome to my shop!
// 3. Reference in C++:
FText Title = FText::FromStringTable(
FName(TEXT("/Game/Localization/ST_MainMenu")),
TEXT("MainMenu_Title")
);
// 4. Reference in Blueprints:
// Use the "Make Text from String Table" node
// Set Table ID and KeyIn C++, define a LOCTEXT_NAMESPACE at the top of each .cpp file and use LOCTEXT for all user-facing strings. Use FText::Format for dynamic content with variables. Always undefine the namespace at the end of the file to prevent leaks.
// Define a namespace at the top of each .cpp file
// All LOCTEXT calls in this file use this namespace
#define LOCTEXT_NAMESPACE "MyGame.MainMenu"
#include "MainMenuWidget.h"
void UMainMenuWidget::NativeConstruct()
{
Super::NativeConstruct();
// These use the "MyGame.MainMenu" namespace automatically
TitleText->SetText(LOCTEXT("Title", "Main Menu"));
PlayText->SetText(LOCTEXT("PlayButton", "Play"));
SettingsText->SetText(LOCTEXT("SettingsButton", "Settings"));
QuitText->SetText(LOCTEXT("QuitButton", "Quit"));
}
// CRITICAL: Always undefine at the end of the file
#undef LOCTEXT_NAMESPACE// FText::Format — the safe way to build localized strings
// NEVER use FString::Printf or string concatenation for user-facing text.
// Named arguments (recommended)
FText ItemPickup = FText::Format(
LOCTEXT("ItemPickup", "You picked up {ItemName} x{Count}"),
FText::FromString(ItemName),
FText::AsNumber(Count)
);
// FText::AsNumber respects locale formatting:
// English: 1,234,567
// German: 1.234.567
// French: 1 234 567
// FText::AsCurrency for prices:
FText Price = FText::AsCurrency(
9.99,
TEXT("USD"),
&FInternationalization::Get().GetCurrentCulture().Get()
);
// FText::AsDate and FText::AsTime for dates:
FText DateStr = FText::AsDate(FDateTime::Now());All Text properties in Blueprints are FText by default, so they are already localization-ready. Set the Key and Namespace in the property details panel to make strings gatherable. Use the Format Text node for dynamic content with variables.
// Blueprint Localization Basics:
//
// 1. All Text properties in Blueprints are FText by default
// (already localization-ready)
//
// 2. Set the Text property in the Details panel
// Expand the dropdown to set:
// - Key: unique identifier for translation
// - Namespace: grouping for organization
// - Source String: the text to display/translate
//
// 3. For dynamic text, use the "Format Text" node:
// Format: "Hello, {PlayerName}!"
// Connect a "Find" pin named "PlayerName" to your variable
//
// 4. For plurals, use "Text Format with Arguments":
// Pattern: "{Count}|plural(one=item,other=items)"
//
// 5. Culture switching at runtime:
// Use "Set Current Culture" node
// Input: culture code string (e.g., "de", "ja", "fr")Unreal Engine supports ICU message format for plurals and gender-dependent text. Define plural rules in your source strings and UE automatically selects the correct form based on the active culture's CLDR rules.
// UE uses ICU message format for plurals.
// Define plural rules in your .po or String Table:
// English source:
// "{Count}|plural(one=You have # item,other=You have # items)"
// German translation:
// "{Count}|plural(one=Du hast # Gegenstand,other=Du hast # Gegenstaende)"
// Arabic translation (6 forms):
// "{Count}|plural(zero=لا عناصر,one=عنصر واحد,two=عنصران,few=# عناصر,many=# عنصرًا,other=# عنصر)"
// Japanese (1 form):
// "{Count}|plural(other=アイテム#個)"
// In C++:
FText ItemCount = FText::Format(
LOCTEXT("ItemCount",
"{Count}|plural(one=You have {Count} item,other=You have {Count} items)"),
ItemCount
);
// Gender-dependent text:
// "{Gender}|gender(masculine=Il est,feminine=Elle est) prêt{Gender}|gender(masculine=,feminine=e)"Before shipping, verify that all target cultures have compiled .locres files and that text renders correctly at runtime. Use the Editor's culture preview, command-line culture overrides, and automated checks to catch missing or broken translations.
# Compile and test localization before packaging:
# 1. Editor Preferences > Region & Language > Preview Game Language
# Set to each target language and verify all text renders correctly.
# 2. Command-line culture override for testing:
MyGame.exe -culture=ja
# 3. Packaging settings:
# Project Settings > Packaging > Localizations to Package
# Select all cultures you want to include in the build.
# 4. Verify .locres files exist after packaging:
MyGame/Content/Localization/Game/
├── en/
│ └── Game.locres
├── de/
│ └── Game.locres
├── ja/
│ └── Game.locres
├── fr/
│ └── Game.locres
└── ko/
└── Game.locres
# 5. Runtime culture switching:
# FInternationalization::Get().SetCurrentCulture(TEXT("ja"));
# This reloads all FText strings from the new culture's .locres files.Unreal Engine's default localization only falls back along the IETF subtag hierarchy. A pt-BR user missing a translation gets English instead of a perfectly good pt-PT translation. locale-chain-ue adds configurable lateral fallback chains through FTextLocalizationManager so regional users always see the closest available translation.
// locale-chain-ue: Smart fallback chains for UE5
// Problem: UE falls back to default when a locale is missing.
// pt-BR user gets English instead of pt-PT translations.
// Solution: One function call at startup.
#include "LocaleChain.h"
void UMyGameInstance::Init()
{
Super::Init();
ULocaleChain::Configure(); // Load 75 built-in fallback chains
}
// Now resolve strings with per-key fallback:
FString Greeting = ULocaleChain::Resolve(
TEXT("greeting"), TEXT("MyNamespace")
);
// pt-BR user: tries pt-BR -> pt-PT -> pt -> default
// Custom overrides:
TMap<FString, FString> Overrides;
Overrides.Add(TEXT("pt-BR"), TEXT("pt")); // Simplify chain
Overrides.Add(TEXT("sv-FI"), TEXT("sv")); // Add new chain
ULocaleChain::ConfigureWithOverrides(Overrides);
// Full control (C++ only):
TMap<FString, TArray<FString>> Custom;
Custom.Add(TEXT("pt-BR"), {TEXT("pt-PT"), TEXT("pt")});
Custom.Add(TEXT("es-MX"), {TEXT("es-419"), TEXT("es")});
ULocaleChain::ConfigureCustom(Custom, false);Automate Translation Quality
Using FString for User-Facing Text
Missing #undef LOCTEXT_NAMESPACE
Hardcoded Plural Logic
Forgot to Compile After Import
MyUnrealProject/
├── Config/
│ └── Localization/
│ └── Game.ini # Localization target config
├── Content/
│ └── Localization/
│ ├── Game/
│ │ ├── Game.manifest # Gather manifest
│ │ ├── en/
│ │ │ ├── Game.po # Source strings (.po)
│ │ │ └── Game.locres # Compiled binary
│ │ ├── de/
│ │ │ ├── Game.po
│ │ │ └── Game.locres
│ │ ├── ja/
│ │ │ ├── Game.po
│ │ │ └── Game.locres
│ │ └── fr/
│ │ ├── Game.po
│ │ └── Game.locres
│ └── StringTables/
│ ├── ST_MainMenu.uasset # String Table asset
│ └── ST_HUD.uasset
├── Plugins/
│ └── LocaleChain/ # locale-chain-ue plugin
│ ├── LocaleChain.uplugin
│ └── Source/
│ └── LocaleChain/
├── Source/
│ └── MyGame/
│ ├── UI/
│ │ ├── MainMenuWidget.h
│ │ └── MainMenuWidget.cpp # LOCTEXT macros here
│ └── MyGameInstance.cpp # ULocaleChain::Configure()
└── MyUnrealProject.uprojectDrop your translation file here
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