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Solicen.KissE

Englsih | Русский

KissE is a script/tool for processing and modifying (EX_StringConst) inside the Unreal Enigne Kismet bytecode. It allows you to both get all available for extraction strings (EX_StringConst) and replace them with (EX_UnicodeStringConst) by changing the instruction itself inside the bytecode.

UAssetAPI is used to work with Unreal Engine files and bytecode.

Key features of kissE:

  • Allows you to extract (EX_StringConst) bytecode as string to a UberJSON file.
  • Ability to modify (EX_StringConst) with those specified replacement in the UberJSON file.
  • Corrects (EX_UnicodeStringConst) new offsets for correct work in the game.

Made with ❤️ for all translators and translation developers.

Usage

  • Or download and drag & drop (.uasset|.umap) to a command tool.
  • Or use Kisse.exe <file_path>.

Kis(met) s(tring) E(ditor)

  • You can simply drag & drop (.uasset|.umap) and .json onto Kisse.exe to replace (EX_StringConst).
  • Or use more advanced options with CMD.

Tip

Logic of the work in CLI:

Extract: (From) Asset/Folder => (To) JSON/OrNull

kisse <asset/folder_path> <json/null> <...args>

Replace: (From) JSON/CSV => (To) Asset/Folder

kisse <json_path> <asset/folder_path> <...args>

Main arguments:

Argument Description
--include:name -i:name Include name/key::value (e.g., "ENG::Gori")
--map -m Specified .usmap nearby .exe as mappings for processing (e.g., --map="Gori_umap.usmap")
--nobak Disables the creation of .bak backup files.
--all Extract all string types (includes StringTable and LocalizedSource)
--table Extract strings from Data/String Table assets.
--localized -l Extract fallback localization strings (LocalizedSource) [RISKY]
--underscore -u Allow extracting strings that contain the '_' character.
--table:only:key If key/name matches then include only this value to output (e.g., --table:only:key=ENG)
--pack:folder -p:f Translate and pack assets into auto prepared folder (e.g., "ManicMiners_RUS")
--version -v Set the engine version for correct processing (e.g., -v=5.1)
--run -r Execute a command in the terminal after completion (e.g., --run=[CommandArgs])
--debug write additional files for debug: Ubergraph.json
--help Show help information.

Translator arguments:

Argument Description
--endpoint -e Translation service endpoint (e.g., -e=router (yandex, google, microsoft, router as OpenRouter)
--api -a Api-key for OpenRouter (e.g., --api=sk-or-v1-321313.....)
--api:model -a:model Model for OpenRouter (e.g, -a:model=tngtech/deepseek-r1t2-chimera:free)
--lang:from -l:f Source language for translation (e.g., --lang:from=en)
--lang:to -l:t Target language for translation (e.g., --lang:to=ru)

Real example of [CommandArgs] usage:

"A:\SteamLibrary\steamapps\common\Wigmund\RPG\Content\Paks\UI_Tooltip.csv" "A:\SteamLibrary\steamapps\common\Wigmund\RPG\Content\Paks\s_rus_NEW_P\RPG\Content\RPG\Blueprints\UI\Game\UI_Tooltip.uasset" [A:\SteamLibrary\steamapps\common\Wigmund\RPG\Content\Paks\UnrealPak-With-Compression.bat s_rus_NEW_P | start A:\SteamLibrary\steamapps\common\Wigmund\RPG\Binaries\Win64\RPG-Win64-Shipping.exe]
  • The process is fully automated here.
  • Start the process of replacing lines in the asset in a specific folder.
  • Inside [CommandArgs]: I connect to UnrealPak.exe and I hand over the folder that needs to be packed (the one with the asset)
  • After packing, the game starts next to check its performance. The commands are separated via '|'
  • Profit. The process is fully automated to test how the game and asset work after modification.

Compilation

Requirements

  • Visual Studio 2022 Preview

Contributions

  • You can create your own fork of this project and contribute to its development.
  • You can also contribute via the Issues and Pull Request tabs by suggesting your code changes. And further development of the project.

Thanks

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Unreal Engine kismet strings extractor and replacer.

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