u/ECalDev

I made a small open-source docs tool for solo devs

I made a small open-source docs tool for solo devs

Hey everyone,

I just released MkLume v1.0.0, a free open-source desktop app for making and editing MkDocs Material documentation locally.

GitHub:
https://github.com/ECalStudios/mklume

Docs:
https://www.ecalstudios.com/mklume/

I built it because I wanted an easier way to manage docs without constantly switching between a Markdown editor, terminal, browser preview, file explorer, and mkdocs.yml.

It has Markdown editing, visual editing, page/site preview, drag-and-drop images, internal links, visual site settings, project health checks, build/export, Git Sync, backups, and offline help.

The first release is Windows only. The installer includes the MkDocs runtime, so normal users do not need to install Python or MkDocs separately.

I know docs are not the most exciting part of solo dev, but for games, plugins, tools, and small projects, good docs really help.

I’d appreciate feedback if anyone wants to test it, especially on the installer, UI, docs, or repo setup. I’d also love help later with Linux/macOS packaging.

Thanks!

u/ECalDev — 4 days ago

I made a UE5 plugin for Localization QA and Cleanup

Hello everyone!

Localization in Unreal can get messy fast, especially once a project has multiple string tables, widgets, UI text, placeholders, and different languages.

So I made LocCheck, an editor-only UE5 plugin that helps find localization issues before they reach players.

It checks things like:

- Missing or empty translations
- Broken placeholders like {PlayerName} or {Count}
- Rich text tag mistakes
- Long text that may overflow UI
- Duplicate or suspicious strings
- Unsupported font characters
- Hardcoded text inside Widget Blueprints

The goal is simple: make localization QA easier for solo devs, indie teams, and anyone preparing a project for release.

Fab link:
https://www.fab.com/listings/6465f3b1-ab86-4c8f-985b-a2679c735786

I’d really appreciate feedback, especially from anyone who has dealt with localization in Unreal projects. Are there any checks you think would be useful to add?

u/ECalDev — 6 days ago

I made a Unreal Engine editor tool called ShipCheck.

The idea of the plugin is that before packaging, submitting to Fab, or sending a build to testers, it runs through a release checklist and helps catch common issues like missing settings, project cleanup problems, and other build things, or you can add your own manual checks.

I mostly built it because as I make my game I always come across things to maybe modify or check but because I’m making something at the moment I leave it for later and I don’t want to forget them.

For Unreal devs here: what are the things you always check before packaging or releasing a build?

I’m trying to improve the checklist and would love to compare workflows.

reddit.com
u/ECalDev — 15 days ago