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Dragoman

Version 1.1.0 Unreal Engine 5.0 – 5.8 Personal $19.99 Professional $49.99 on Fab

Dragoman is an Unreal Engine editor plugin for localization quality and the work with translators. It shows every text of your localization target with its translations and what still needs work. It finds the mistakes that ship: a translator drops a {placeholder}, a plural form is wrong for the language, a source text changes and the old translation stays, a widget text was never marked as localizable, a Japanese text shows boxes because the font has no such characters, and Gather fails because of a missing engine manifest. It repairs a broken gather setup in one click, gives translators packages with context in the format they use (CSV, Excel, PO, XLIFF) and imports their files only after you have reviewed every change.

Dragoman works on top of Unreal’s own localization pipeline. Everything is written to the standard .manifest, .archive and .locres files, so the Localization Dashboard, your PO tools and your packaged game keep working as before.

  • Teams that ship in several languages and want to know, per language, what is missing, outdated or broken before a build goes out.
  • Projects that work with translators or agencies through spreadsheets or translation tools such as Poedit, Crowdin, Lokalise, Phrase, memoQ and Trados.
  • Small teams without a localization specialist that need the checks Unreal doesn’t do: placeholders, plural forms, text length, fonts, hardcoded text and a gather setup that works.
  • One view of every text. Each language as a card with its coverage; a table with key, source, translation and status (translated, missing, changed, machine) per language; filters and search; click through to the asset a text comes from (texts from C++ show their source file and line). Docked narrow next to the viewport, the panel puts the language cards in two columns, the details under the lists and the actions into one More menu. See Editor panel.
  • Translation checks: lost or added {placeholders}, Unreal’s own format validation per language (including plural forms the language doesn’t have), broken rich text tags, leading and trailing whitespace, text longer than its limit or much longer than the source, characters none of your UI fonts can draw, glossary terms, names that must not be translated and translations identical to the source. See Checks.
  • Changed source texts. Translations made for an older source are listed with the text they were made for. Keep them for the new source with one click, for one text or a selection.
  • Hardcoded and lost text: culture-invariant texts in widgets, Blueprints, data tables and data assets, To Text conversions of typed-in strings, broken and unused string table entries, texts saved after the last gather and assets the gather never sees, for example anything in Content/Localization/.
  • Setup checks and one-click repair: what makes Gather fail or keeps translations out of the game, from a missing dependency manifest to languages missing from Localizations to Package. Repair gather setup fixes it when you ask. See Repair gather setup.
  • Gather in its own process, with a progress bar per gather step, the live log with errors and warnings marked, hints for known errors and the full log saved under Saved/Dragoman/Logs.
  • Translator packages, one file per language: CSV, an Excel workbook (.xlsx), PO (Poedit, Crowdin, Lokalise) or XLIFF 1.2 and 2.0 for translation tools, with context, notes, maximum lengths, glossary terms and memory suggestions. In XLIFF, format arguments, rich text tags and escapes travel as protected inline codes. See Translators.
  • Reviewed imports of CSV, Excel, PO and XLIFF files. You see every new and changed translation before anything is written. Rows with broken placeholders, tags, patterns or inline codes are skipped, rows translated for an older source go in as changed, and texts the file marks for review go into the review queue.
  • Glossary, notes and translation memory in plain project files you commit. The memory keeps every translation it has seen, suggests translations for new and changed texts and fills repeated ones. See Glossary, notes & memory.
  • Pseudo-localization in one click: accented, longer, bracketed text to find cut-off, concatenated and hardcoded text before translators start. See Pseudo-localization.
  • Machine translation with context, optional: DeepL or any OpenAI-compatible chat endpoint, in the cloud or on your own PC, with your own key. Each missing text goes with its location, note, maximum length, the texts around it and a memory match, plus your project brief, style guide, formality and notes per language and the glossary terms. Broken answers are dropped and results wait for review. See Machine translation.
  • Review pass and review queue. A chat service can check each machine translation and give a verdict, a score, the issue and a better translation. The Review page lists the machine translations riskiest first, with the reasons; accept the low-risk ones in one go, use a suggestion, edit or reject. See Review queue.
  • Compile from the panel. Compiling runs inside the editor, so new translations show right away.
  1. Install the plugin and set up a localization target in Tools > Localization Dashboard: the native language, the languages to translate to and where to gather text from (usually Source and Content/*). Dragoman checks the target called Game by default; pick another one in the Target menu of the panel’s header. No target yet? Repair gather setup… (in that menu and in Tools) creates one.
  2. Open Tools > ta Dragoman (in the tridiART section of the Tools menu) and click Scan. If the target has never been gathered, click Gather. When the setup would make Gather fail, Dragoman says why and Repair gather setup fixes it.
  3. Click a language card. To do shows what is missing or changed; Problems shows translations with errors. Select a text to see its context, edit the translation and save it, or use a memory suggestion.
  4. Translators writes a package (CSV, Excel, PO or XLIFF). Send it, and bring the file back with Translators > Import translations…. Or use Tools > Machine translate missing texts…: the results wait on the Review page.
  5. Click Compile, then preview the language in Editor Preferences > Region & Language > Preview Game Language or in the game.
  1. Editor panel: Tools > ta Dragoman, and Check Text in the Content Browser’s right-click menu for Blueprints, widgets and tables. See Editor panel.
  2. Data Validation: hardcoded text, To Text conversions and broken string table keys are reported when assets are validated or saved. See Checks.
  3. Command line / CI: the TADragoman commandlet checks headless, writes HTML and JSON reports, repairs the setup, gathers, imports and exports translator files, machine translates, runs the review pass and returns an exit code your build system can check. See Command line & CI.
  4. Python and Editor Utility Widgets: scan, export, import, repair, gather, machine translate, review, pseudo-localize and compile from scripts through TADragomanSubsystem. See Python.
Unreal Engine 5.0 – 5.8
Platforms Win64, Mac and Linux editor
Module type Editor only (not included in packaged builds)
Dependencies Data Validation plugin (enabled automatically)
Works with Unreal’s localization targets (Localization Dashboard), CSV, Excel, PO and XLIFF files
License Fab Standard License: Personal $19.99, Professional $49.99
Get it ta Dragoman on Fab