The localization key debug culture is a special localization culture that helps you debug localized text. If you set the culture for your application to a value of keys
, any localized text in your UI displays its localization key rather than the display text. This includes both text that is localized using string tables as well as text localized through the LOCTEXT
macro in C++. This makes it easier to determine localized text that may have problems, especially for complex UI, as you can observe the keys directly in the context of the displayed text and match them to the table quickly.
To use the Localization Key debug culture, follow these steps:
- Do one of the following:
-
Run a Development or Debug build of your application. See the [Packaging] section for more details.
-
Run your application in Unreal Editor using Play In Editor.
Changing the localization culture in the console in Unreal Editor will change the language used for the editor's text as well as text inside your preview. We recommend using a Development or Debug build rather than in Unreal Editor to keep your environment clean and avoid confusion.
-
Tap the tilde (~) key to bring up the console.
-
Type the following command and press Enter:
-culture=keys
After you input this command, any localized text in your UI will shows its key instead of the normal text.

Example of the Lyra main menu with the Keys debug culture active. Slate.LogPaintedText is set to true, so the log displays the full localization keys of painted text in the preview.
Displaying Full Localization Keys
You can set Slate.LogPaintedText
to 1 or true
to have the log print any text currently painted onscreen. This makes it possible to see the full localization key without any UI clipping issues.