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Localization

The Blueprint AI panel UI is fully localized. 23 cultures ship out of the box — English (the source) plus 22 translations. The active language follows your editor’s standard language preference, so users who already set Unreal to their native language get the panel in that language automatically with no extra setup.

CodeLanguage
enEnglish (native)
itItalian
zh-HansSimplified Chinese (Mandarin)
zh-HantTraditional Chinese
hiHindi
esSpanish
frFrench
arModern Standard Arabic
ruRussian
ptPortuguese
jaJapanese
deGerman
koKorean
plPolish
svSwedish
ukUkrainian
csCzech
fiFinnish
trTurkish
viVietnamese
thThai
idIndonesian
faPersian / Farsi

Codes follow UE / ICU conventions. zh-Hans and zh-Hant are listed separately because the scripts diverge enough that one is not a clean fallback for readers of the other.

Set the editor language under Edit → Editor Preferences → General → Region & Language → Editor Language.

The Blueprint AI panel honors this immediately — there is no per-plugin language setting. If your editor language is one of the 22 supported translations, the panel renders in that language; otherwise it falls back to English (the native culture).

Blueprint AI is editor-only — none of its translated strings end up in your shipping game. The localized resources are loaded by the editor and excluded from runtime builds.

The 22 translations cover three axes: reach (top-spoken languages with developer populations that don’t default to English — zh-Hans, hi, es, fr, ar, ru, pt), game-development hubs (ja, de, ko, pl, sv, uk, cs, fi), and linguistic accessibility (speakers who can’t fall back to anything else in the set — tr, vi, th, id, fa). Italian is the historical proof-of-second-locale.

Bengali, Urdu, and Dutch are deliberately excluded — speakers in those regions work in English already, so a translation adds no signal.

  • Every label, button, menu item, tooltip, and status message inside the Blueprint AI panel
  • Every setting’s display name and tooltip in Editor Preferences and Project Settings — so the configuration UI reads naturally in any of the 22 languages

Things that stay in English:

  • AI prompts and responses — the AI is multilingual on its own, see Multilingual Prompting below
  • Operation names, JSON schema keys, asset paths — these are identifiers, not user-facing text
  • The CLI (cli.py) — designed to be parsed by tools, not read by humans

The AI itself is fluent in every major language and translates intent into the same canonical operations regardless of input language. You can prompt in:

italian: "Crea BP_Pickup come Actor in /Game/Pickups"
japanese: "BP_Pickup を /Game/Pickups に Actor として作成して"
spanish: "Crea BP_Pickup como Actor en /Game/Pickups"
german: "Erstelle BP_Pickup als Actor in /Game/Pickups"
korean: "BP_Pickup을 /Game/Pickups에 Actor로 만들어줘"

All five prompts produce the same JSON operations plan, with the asset name BP_Pickup preserved exactly as written. The AI doesn’t translate identifiers — only intent.

This is independent of the panel UI language. You can run the editor in English, type Italian into the chat, and the AI responds in Italian.