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| Name | FInternationalization |
| Type | class |
| Header File | /Engine/Source/Runtime/Core/Public/Internationalization/Internationalization.h |
| Include Path | #include "Internationalization/Internationalization.h" |
Syntax
class FInternationalization
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FInternationalization() |
Internationalization/Internationalization.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FInternationalization() |
Internationalization/Internationalization.h |
Classes
| Name | Remarks |
|---|---|
| FCultureChangedEvent | Broadcasts whenever the current culture changes |
Structs
| Name | Remarks |
|---|---|
| FCultureStateSnapshot | Struct that can be used to capture a snapshot of the active culture state in a way that can be re-applied losslessly. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FImplementation | FLegacyInternationalization | Internationalization/Internationalization.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsInitialized | bool | Internationalization/Internationalization.h | ||
| CultureChangedEvent | FCultureChangedEvent | Internationalization/Internationalization.h | ||
| CurrentAssetGroupCultures | TArray< TTuple< FName, FCulturePtr > > | The currently active asset group cultures (for package localization). | Internationalization/Internationalization.h | |
| CurrentLanguage | FCulturePtr | The currently active language (for localization). | Internationalization/Internationalization.h | |
| CurrentLocale | FCulturePtr | The currently active locale (for internationalization). | Internationalization/Internationalization.h | |
| CustomCultures | TArray< FCultureRef > | Custom cultures registered via AddCustomCulture. | Internationalization/Internationalization.h | |
| DefaultLanguage | FCulturePtr | The default language specified by the OS. | Internationalization/Internationalization.h | |
| DefaultLocale | FCulturePtr | The default locale specified by the OS. | Internationalization/Internationalization.h | |
| Implementation | TUniqueObj< FImplementation > | Internationalization/Internationalization.h | ||
| InvariantCulture | FCulturePtr | An invariant culture that can be used when you don't care about localization/internationalization. | Internationalization/Internationalization.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddCustomCulture
(
const TSharedRef< ICustomCulture >& InCustomCulture |
Add a new custom culture | Internationalization/Internationalization.h | |
void BackupCultureState
(
FCultureStateSnapshot& OutSnapshot |
Backup the current culture state to the given snapshot struct. | Internationalization/Internationalization.h | |
void ClearCurrentAssetGroupCulture
(
const FName& InAssetGroupName |
Clear the given asset group category culture. | Internationalization/Internationalization.h | |
TArray< FCultureRef > GetAvailableCultures
(
const TArray< FString >& InCultureNames, |
Given some culture names, populate a list of cultures that are available to be used. | Internationalization/Internationalization.h | |
FCulturePtr GetCulture
(
const FString& InCultureName |
Get the culture corresponding to the given name. | Internationalization/Internationalization.h | |
| Internationalization/Internationalization.h | |||
void GetCulturesWithAvailableLocalization
(
const TArray< FString >& InLocalizationPaths, |
Given some paths to look at, populate a list of cultures that we have available localization information for. | Internationalization/Internationalization.h | |
FCultureRef GetCurrentAssetGroupCulture
(
const FName& InAssetGroupName |
Get the given asset group category culture. | Internationalization/Internationalization.h | |
FCultureRef GetCurrentCulture () |
Get the current culture. | Internationalization/Internationalization.h | |
TArray< FCultureRef > GetCurrentCultures
(
const bool bIncludeLanguage, |
Get the current cultures in use, optionally including the current language, locale, and any asset groups. | Internationalization/Internationalization.h | |
FCultureRef GetCurrentLanguage() |
Get the current language (for localization). | Internationalization/Internationalization.h | |
FCultureRef GetCurrentLocale() |
Get the current locale (for internationalization). | Internationalization/Internationalization.h | |
FCulturePtr GetCustomCulture
(
const FString& InCultureName |
Get a new custom culture from its name | Internationalization/Internationalization.h | |
FCultureRef GetDefaultCulture () |
Get the default culture specified by the OS. | Internationalization/Internationalization.h | |
FCultureRef GetDefaultLanguage() |
Get the default language specified by the OS. | Internationalization/Internationalization.h | |
FCultureRef GetDefaultLocale() |
Get the default locale specified by the OS. | Internationalization/Internationalization.h | |
FCultureRef GetInvariantCulture() |
Get the invariant culture that can be used when you don't care about localization/internationalization. | Internationalization/Internationalization.h | |
| Internationalization/Internationalization.h | |||
bool IsCultureAllowed
(
const FString& Name |
Is the given culture enabled or disabled in this build? | Internationalization/Internationalization.h | |
| Has the given culture been remapped in this build? | Internationalization/Internationalization.h | ||
bool IsInitialized() |
Internationalization/Internationalization.h | ||
void LoadAllCultureData() |
Load and cache the data needed for every culture we know about (this is usually done per-culture as required) | Internationalization/Internationalization.h | |
FInternationalization::FCultureChangedEvent TBaseMulticastDelegate_NoParams OnCultureChanged() |
Internationalization/Internationalization.h | ||
void RefreshCachedConfigData() |
Refresh any config data that has been cached | Internationalization/Internationalization.h | |
| Refresh the display names of the cached cultures | Internationalization/Internationalization.h | ||
void RestoreCultureState
(
const FCultureStateSnapshot& InSnapshot |
Restore a previous culture state from the given snapshot struct. | Internationalization/Internationalization.h | |
| Set the given asset group category culture by name. | Internationalization/Internationalization.h | ||
bool SetCurrentCulture
(
const FString& InCultureName |
Set the current culture by name. | Internationalization/Internationalization.h | |
bool SetCurrentLanguage
(
const FString& InCultureName |
Set only the current language (for localization) by name. | Internationalization/Internationalization.h | |
bool SetCurrentLanguageAndLocale
(
const FString& InCultureName |
Set the current language (for localization) and locale (for internationalization) by name. | Internationalization/Internationalization.h | |
bool SetCurrentLocale
(
const FString& InCultureName |
Set only the current locale (for internationalization) by name. | Internationalization/Internationalization.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FText ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText
(
const TCHAR* InTextLiteral, |
Internationalization/Internationalization.h | ||
static FInternationalization & Get() |
Internationalization/Internationalization.h | ||
static bool IsAvailable () |
Checks to see that an internationalization instance exists, and has been initialized. | Internationalization/Internationalization.h | |
static void TearDown() |
Internationalization/Internationalization.h |