Hey everyone,
we are working on a plugin called VeluTranslate for Unreal Engine and its main idea is very simple:
If a player with a language your game does not support yet launches the game, they first see a message:
“Your language is being worked on. It will be ready in a few minutes.”
A few minutes later, a new message automatically appears:
“Your language is ready. Click here to switch.”
No new build, no update, no store review needed.
I’m Lukáš from Slovakia and I am building VeluTranslate together with Veronika. We made this for teams that are tired of doing new builds and patches just because of text changes or new languages.
TL;DR
Let your game teach itself new languages.
Runtime localization plugin for Unreal Engine – add new languages and change text in minutes, without rebuilds or store review.
Unity integration exists as a public beta, but Unreal is our main, production-ready target right now.
The problem it solves
If any of this sounds familiar:
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you ship a new build or patch just to update text (UI, tutorial, shop, events)
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you plan to support multiple languages or new markets later
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you run live ops (seasonal events, offers, notifications)
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QA is slowed down because text is baked into the build
then you know how annoying text-related builds can be.
We wanted a setup where text is a runtime layer, not a reason for a new build.
What VeluTranslate does (Unreal-first)
VeluTranslate sits between your game and the text.
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In game, you use keys like menu.play, shop.offer_title, tutorial.step_1.
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The plugin loads the actual text from a cloud JSON layer (via CDN) or from a cached JSON file.
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You control text and languages from a web dashboard:
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edit text
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add or remove languages
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run AI translations
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approve changes before they go live
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No rebuild is needed just because you changed a string.
Auto-expanding languages at runtime
When a new player language appears (for example someone from Brazil or Turkey):
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The plugin detects the player’s language at runtime.
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If that language does not exist in your project yet, VeluTranslate can:
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create a new language entry
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prefill it with AI translations
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mark it for manual review if you want
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In the game, the player sees the same flow as at the top of this post:
“Your language is being worked on…”
“Your language is ready. Click here to switch.”
All of that happens without shipping a new build.
Short overview of the Unreal integration
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Install the VeluTranslate plugin into your Unreal project.
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Add and configure the VeluTranslate subsystem (API key, project ID, default language).
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Use keys instead of hardcoded text (or bridge your existing localization system).
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On BeginPlay (or earlier), the plugin fetches text from:
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the cloud (CDN JSON), or
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a pre-downloaded JSON file (offline mode).
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In the web dashboard, you change any text and your game picks it up without a rebuild.
You can choose:
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Online mode – runtime requests through CDN with caching.
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Offline JSON mode – your build still reads from JSON, but the JSON itself is managed from the cloud and you can update it out-of-band.
Current status
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Unreal plugin: production-ready, used in our own projects.
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Download: currently available directly from our website (not on the Unreal Marketplace yet).
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Unity integration: public beta (workflow and packaging still being tuned).
Right now we are focusing on:
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smoothing out the Unreal developer experience
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adding more examples (menu, shop, events)
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getting feedback from actual Unreal teams (indies and small studios)
Early access and demo
If you are curious or want to poke holes in it, there is a demo and more info here:
https://velutranslate.games/
There is also a 14-day trial and an early access discount – we would rather work with a smaller number of teams closely, fix real-world issues and only then call it “1.0”.
We would love feedback especially on:
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how you currently handle localization in Unreal (String Tables, Data Tables, custom systems)
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what would be a dealbreaker for a runtime localization plugin
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any missing features that would make this unusable in your pipeline
If you are interested, we can also share a minimal example project or record a short Unreal-only walkthrough focused on your kind of game.
Happy to answer any questions or show more details.