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Unreal Engine C++ API Reference > Runtime > Core > Internationalization
References
Module | Core |
Header | /Engine/Source/Runtime/Core/Public/Internationalization/TextLocalizationManager.h |
Include | #include "Internationalization/TextLocalizationManager.h" |
Syntax
class FTextLocalizationManager
Remarks
Singleton class that manages display strings for FText.
Variables
Type | Name | Description | |
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FTextLocalizationManager::FTextRevisionChangedEvent | OnTextRevisionChangedEvent |
Constructors
Type | Name | Description | |
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FTextLocalizationManager
(
const FTextLocalizationManager& |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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bool | AddDisplayString
(
const FTextDisplayStringRef& DisplayString, |
Attempts to register the specified display string, associating it with the specified namespace and key. |
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void | ||
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void | ConfigureGameLocalizationPreviewLanguage
(
const FString& CultureName |
Configure the "preview language" setting used for the game localization preview. |
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void | Disable the game localization preview. | |
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void | ||
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void | EnableGameLocalizationPreview
(
const FString& CultureName |
Enable the game localization preview using the given language, or the native language if the culture name is empty. |
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void | Enable the game localization preview using the current "preview language" setting, or the native culture if no "preview language" is set. | |
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FTextConstDisplayStringPtr | FindDisplayString
(
const FTextKey& Namespace, |
Finds and returns the display string with the given namespace and key, if it exists. |
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FTextLocalizationManager & | Get () |
Singleton accessor |
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FString | Get the configured "preview language" setting used for the game localization preview (if any). | |
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FTextConstDisplayStringRef | GetDisplayString
(
const FTextKey& Namespace, |
Returns a display string with the given namespace and key. |
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TArray< FString > | GetLocalizedCultureNames
(
const ELocalizationLoadFlags InLoadFlags |
Get a list of culture names that we have localized resource data for (ELocalizationLoadFlags controls which resources should be checked). |
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uint16 | GetLocalRevisionForTextId
(
const FTextId& InTextId |
Attempts to find a local revision history for the given text ID. |
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bool | GetLocResID
(
const FTextKey& Namespace, |
If an entry exists for the specified namespace and key, returns true and provides the localization resource identifier from which it was loaded. |
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FString | GetNativeCultureName
(
const ELocalizedTextSourceCategory InCategory |
Given a localization category, get the native culture for the category (if known). |
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FString | Get the language that will be requested during localization initialization, based on the hierarchy of: command line -> configs -> OS default. | |
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FString | Get the locale that will be requested during localization initialization, based on the hierarchy of: command line -> configs -> OS default. | |
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uint16 | Returns the current text revision number. | |
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void | GetTextRevisions
(
const FTextId& InTextId, |
Get both the global and local revision for the given text ID. |
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void | HandleLocalizationTargetsMounted
(
TArrayView< const FString > LocalizationTargetPaths |
Called when paths containing additional localization target data (LocRes) are mounted, to allow the display strings to dynamically update without waiting for a refresh. |
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void | HandleLocalizationTargetsUnmounted
(
TArrayView< const FString > LocalizationTargetPaths |
Called when paths containing additional localization target data (LocRes) are unmounted, to allow the display strings to dynamically update without waiting for a refresh. |
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bool | Is the game localization preview enabled for a non-native language? | |
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bool | Is the localization of this game currently locked? (ie, can it be edited in the UI?). | |
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void | Notify that the game localization preview should no longer automatically enable itself under certain circumstances (such as changing the preview language via the UI) due to a state change (such as PIE ending). | |
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void | Notify that the game localization preview should automatically enable itself under certain circumstances (such as changing the preview language via the UI) due to a state change (such as PIE starting). | |
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void | Reloads resources for the current culture. The loading is async, see WaitUntilLoadingCompletes. | |
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void | RegisterPolyglotTextData
(
const FPolyglotTextData& InPolyglotTextData, |
Register a polyglot text data with the text localization manager. |
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void | RegisterPolyglotTextData
(
TArrayView< const FPolyglotTextData > InPolyglotTextDataArray, |
Register a polyglot text data with the text localization manager. |
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void | RegisterTextSource
(
const TSharedRef< ILocalizedTextSource >& InLocalizedTextSource, |
Register a localized text source with the text localization manager. |
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bool | Should the game localization preview automatically enable itself under certain circumstances? | |
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void | TearDown () |
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void | UpdateFromLocalizationResource
(
const FString& LocalizationResourceFilePath |
Updates display string entries and adds new display string entries based on localizations found in a specified localization resource. |
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void | UpdateFromLocalizationResource
(
const FTextLocalizationResource& TextLocalizationResource |
Updates display string entries and adds new display string entries based on localizations found in a specified localization resource. |
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void | Wait for any current async tasks to finish. |
Operators
Type | Name | Description | |
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FTextLocalizationManager & | operator=
(
const FTextLocalizationManager& |
|
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FTextLocalizationManager & |
Classes
Type | Name | Description | |
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FTextRevisionChangedEvent | Event type for immediately reacting to changes in display strings for text. |
Typedefs
Name | Description |
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FDisplayStringLookupTable | Manages the currently loaded or registered text localizations. |
Deprecated Functions
Type | Name | Description | |
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bool | FindNamespaceAndKeyFromDisplayString
(
const FTextConstDisplayStringPtr& InDisplayString, |
FindNamespaceAndKeyFromDisplayString no longer functions! Use FTextInspector::GetTextId instead. |
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bool | FindNamespaceAndKeyFromDisplayString
(
const FTextConstDisplayStringPtr& InDisplayString, |
FindNamespaceAndKeyFromDisplayString no longer functions! Use FTextInspector::GetTextId instead. |