ILocalizedTextSource

Interface for a localized text source.

Windows
MacOS
Linux

References

Module

Core

Header

/Engine/Source/Runtime/Core/Public/Internationalization/ILocalizedTextSource.h

Include

#include "Internationalization/ILocalizedTextSource.h"

Syntax

class ILocalizedTextSource

Remarks

Interface for a localized text source. These can be registered with the text localization manager, and provide an extensible way to inject localized text to UE4.

Destructors

Name Description

Public function Virtual

~ILocalizedTextSource()

Functions

Name Description

Public function

void

 

GetLocalizedCultureNames

(
    const ELocalizationLoadFlags InLoad...,
    TSet< FString >& OutLocalizedCultu...
)

Populate a list of culture names that this localized text source has resource data for (ELocalizationLoadFlags controls which resources should be checked).

Public function

bool

 

GetNativeCultureName

(
    const ELocalizedTextSourceCategory ...,
    FString& OutNativeCultureName
)

Given a localization category, get the native culture for the category (if known).

Public function Virtual Const

int32

 

GetPriority()

Get the priority of this source when building the complete list of translations to apply (higher numbers have a higher priority).

Public function

void

 

LoadLocalizedResources

(
    const ELocalizationLoadFlags InLoad...,
    TArrayView< const FString > InPrior...,
    FTextLocalizationResource& InOutNa...,
    FTextLocalizationResource& InOutLo...
)

Load the localized resources from this localized text source for the given cultures into the given maps (ELocalizationLoadFlags controls which resources should be loaded).

Public function Virtual

EQueryLocali...

 

QueryLocalizedResource

(
    const ELocalizationLoadFlags InLoad...,
    TArrayView< const FString > InPrior...,
    const FTextId InTextId,
    FTextLocalizationResource& InOutNa...,
    FTextLocalizationResource& InOutLo...
)

Query a localized resource from this localized text source for the given cultures and ID into the given maps (ELocalizationLoadFlags controls which resources should be queried).

Public function Static

bool

 

ShouldLoadAdditional

(
    const ELocalizationLoadFlags InLoad...
)

Should we load additional (eg, plugin) data based on the given load flags and environment?

Public function Static

bool

 

ShouldLoadEditor

(
    const ELocalizationLoadFlags InLoad...
)

Should we load editor data based on the given load flags and environment?

Public function Static

bool

 

ShouldLoadEngine

(
    const ELocalizationLoadFlags InLoad...
)

Should we load engine data based on the given load flags and environment?

Public function Static

bool

 

ShouldLoadGame

(
    const ELocalizationLoadFlags InLoad...
)

Should we load game data based on the given load flags and environment?

Public function Static

bool

 

ShouldLoadNative

(
    const ELocalizationLoadFlags InLoad...
)

Should we load native data based on the given load flags and environment?

Public function Static

bool

 

ShouldLoadNativeGameData

(
    const ELocalizationLoadFlags InLoad...
)

Should we load native game data based on the given load flags and environment?

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