PinWright
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Localization

Editor & system
2 operationslocalization

Run your project's localization gather and compile steps and track them to the end.

What it’s for

This area runs both halves of Unreal’s localization pipeline without opening the Localization Dashboard. Gather reads your source and assets and builds the files translators work from. Compile produces the .locres files the game loads. Ask for either one by target name, usually Game. By default your assistant uses <target>_Gather.ini or <target>_Compile.ini in Config/Localization, and you can name a different config file in that folder.

Neither step blocks the editor. Each runs in the background, and your assistant waits for it to finish, then reports the result and the full log, saved under Saved/PinWright/Localization/. Wait for that before you edit the generated files. For other builds or commands, see Builds, tests and jobs.

For safety, this area only runs these two localization steps. It only accepts config files inside Config/Localization that match the target you named, and refuses anything else.

Things you can ask

Gather a target’s text

The Gather step runs in the background and you hear back when it finishes.

examplelocalization
You: Regather the Game localization target.

Gather finished with exit code 0 using Config/Localization/Game_Gather.ini. The translation files are up
to date, and the log is in Saved/PinWright/Localization/Game_Gather.log.

Compile the .locres files

The Compile step works the same way and refreshes the files the game loads.

examplelocalization
You: Build the runtime localization data for Game.

Compile succeeded with exit code 0. The .locres files are refreshed.

Run a second target with a named config

Name the config file when a target does not use the default one.

examplelocalization
You: Gather the Editor target using our EditorText config.

Started the Editor gather with EditorText_Gather.ini. I’ll report back when it finishes.