claude-video-effects
Claude Code용 51가지 영상 효과, 말하는 클립 삽입 후 /effects orbit 입력, 얼굴 추적·머리 뒤 레이어 제공
AI-assisted localization for Unreal Engine을 위한 5.6–5.8용 현지화 도구입니다
AI-assisted localization for Unreal Engine 5.6–5.8. Translate your project’s text with your own AI (Claude, GPT, Gemini, DeepSeek or a local model), catch broken placeholders and plurals automatically
플러그인TypeScript · C++GitHub @DmVergasov온라인운영자 미확인
써 보셨어요? 한 번만 눌러 주세요. 로그인은 필요 없어요.
개인 계정의 공개 저장소 소유자는 GitHub로 로그인해 운영자를 확인하고 소개를 직접 관리할 수 있습니다. 관리자 승인은 필요하지 않습니다.
로그인한 뒤 확인 파일을 만들어 이 저장소의 기본 브랜치에 30분 안에 커밋해 주세요. 다른 브랜치나 포크의 파일은 인정하지 않습니다. 파일을 올린 뒤 아래에서 확인하면 관리자 승인 없이 관리할 수 있습니다. 자격을 유지하려면 파일을 남겨 두세요.
로그인이 필요하면 로그인 화면으로 이동합니다. 로그인 후 이곳으로 돌아와 원하는 확인 버튼을 다시 눌러 주세요.
프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기AI-assisted localization for Unreal Engine 5.6–5.8: translate with your own AI (Claude, GPT, Gemini, DeepSeek, local Ollama), auto-validated, reviewed in-editor
저장소 README에서 가져옴
README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
AI-assisted localization for Unreal Engine 5.6–5.8: translate your project's text with your own AI — Claude,
GPT, Gemini, DeepSeek, Grok or a local model through Ollama or LM Studio — let built-in checks and a second AI
catch the problems, review everything in one grid inside the editor, and pull it back as plain Unreal
localization data.
Free for non-commercial use — personal projects, education, game jams, free games ·
commercial license on Fab ·
Quick start · DocumentationREADME 전문 보기 ↗English · 简体中文
AI-assisted localization for Unreal Engine 5.6–5.8: translate your project's text — from English, Chinese or any other source language — with your own AI (Claude, GPT, Gemini, DeepSeek, Grok or a local model through Ollama or LM Studio), let built-in checks and a second AI catch the problems, review everything in one grid inside the editor, and pull it back as plain Unreal localization data.
Free for non-commercial use — personal projects, education, game jams, free games · commercial license on Fab · Quick start · Documentation
The AI dropped {ItemName} from a German translation. LocHub flags it, the reviewer types it back, the
warning clears, A approves, and the next risky string comes up.
LocHub is source-available under the Business Source License 1.1: free to read, modify and use, and free to run in production for personal projects, education, academic research, game jams, or games given away free of charge with no monetization of any kind. Any other production use needs a license purchased on Fab. Each released version converts to the Apache License 2.0 four years after its publication.
See LICENSE for the full text.
You stay in control
{0}, {PlayerName}), plural forms for
every target language and rich-text tags are validated in code twice — by LocHub, and again by Unreal's own
validator right before anything is written. Broken text cannot be approved, not even by hand.Pleasant to use
Simple
.locres — stop using LocHub any time.LocHub is an Unreal Engine editor plugin that brings AI-assisted localization into the editor, for teams
who want to translate their project's text with an AI provider of their own choice while keeping a human
in control of what actually ships. It reads and writes your project's existing .manifest and .archive
localization files — LocHub does not replace Unreal's localization system, it adds an AI-assisted review
workflow around it.
FText::FromString, visible text hard-coded into an RmlUi document), so nothing slips through untranslated..archive files and compile .locres.
Plural forms are read from the engine on Push, so every language's plural rules stay correct without
hand-maintained plural tables.-run=LocHubSync -push / -pull drives the same Push/Pull cycle from a
build pipeline, with no editor UI involved.Bring your own API key for one of:
For a Custom endpoint the key is optional: a local server needs none, and with a local model your text never
leaves your machine. See Docs/05_AI_Providers_and_Keys.md for recipes.
Enter your key in Project Settings > Plugins > LocHub > AI > API Key, one field per provider. It is saved
in Config/DefaultEditor.ini with the other LocHub settings, so it travels with the project like any other
project setting — see Docs/05_AI_Providers_and_Keys.md for details.
Only the strings a job translates, their notes and your glossary leave your machine, sent to the provider you
configured.
For Anthropic specifically, Anthropic Auth can instead be set to Claude Subscription: LocHub runs
your own, already signed-in Claude Code CLI (claude) instead of an API key — no key is read or sent in
this mode. See Docs/05_AI_Providers_and_Keys.md for setup and limits
(no dollar estimate — usage counts against your Claude plan instead).
127.0.0.1.PATH instead (optional; only needed for
Claude Subscription auth).LocHub's local service and web UI ship as prebuilt bundles with their own npm dependencies. Each bundle's
third-party notices and license texts are listed in
Source/ThirdParty/LocHubNodeDeps/THIRD_PARTY_NOTICES.txt
and
Source/ThirdParty/LocHubWebDeps/THIRD_PARTY_NOTICES.txt.
Plugins/LocHub, then enable it the
same way. The engine builds the C++ module as part of your project's normal build.Either way, restart the editor when prompted. Node.js is checked separately, the first time you launch LocHub — open Tools > LocHub > Open LocHub, or run Push, Push (Dry Run), Pull or Restart Service — not when the editor itself starts.
Game localization target
the way LocHub expects..locres.See Docs/04_Quick_Start.md for the full walkthrough.
If LocHub helps you, a ⭐ on GitHub helps other Unreal developers find it.
This repository is the plugin's full source: the root is LocHub.uplugin, so it can be dropped straight
into any project's Plugins/LocHub.
The Fab package ships only what a project needs at runtime:
| Ships on Fab | Repository-only |
|---|---|
LocHub.uplugin | Docs/ (the documentation this README links to) |
Config/ | Service/ and Web/ sources and tests (their bundles under Resources/ and Source/ThirdParty/ do ship) |
Resources/ (the committed service and web bundles) | Tools/ (release script, license/coverage checks) |
Source/ (C++ module and third-party bundles/notices) | README.md, LICENSE, AGENTS.md, CLAUDE.md |
The service and web bundles under Resources/ and their npm dependency bundles under Source/ThirdParty/
are committed, built artifacts — you do not need Node.js to just use a cloned copy of the plugin. To rebuild
them after changing Service/ or Web/ source:
cd Service && npm ci && npm run build
cd Web && npm ci && npm run build
Commit the resulting bundles together with the source change that produced them.
cd Service && npm test
cd Web && npm test
node --test "Tools/test/*.test.mjs"
Plus, from inside Unreal Editor (or UnrealEditor-Cmd.exe -ExecCmds="Automation RunTests LocHub."), the
LocHub.* Automation test suite. Tools/release.mjs --automation runs the full release pipeline —
building both bundles, staging the Fab package, running BuildPlugin and the LocHub.* suite — against
every engine version passed to --engines.
See the summary at the top of this README, and LICENSE for the full text.
If you bought LocHub through Fab, your use is also covered by the Fab Standard License, which includes commercial use in your own projects — see the license terms on its Fab product page.
Questions, bug reports and feature requests: [email protected].
See AGENTS.md for the project layout, build/test commands, code rules and pull request
process. Contributions are accepted under the BSL 1.1 license above.