UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
StringTableRegistry.h File Reference
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Containers/Set.h"
#include "Containers/SparseArray.h"
#include "Containers/UnrealString.h"
#include "CoreTypes.h"
#include "Delegates/Delegate.h"
#include "HAL/CriticalSection.h"
#include "Internationalization/LocKeyFuncs.h"
#include "Internationalization/StringTableCoreFwd.h"
#include "Internationalization/Text.h"
#include "Internationalization/TextKey.h"
#include "Internationalization/TextLocalizationManager.h"
#include "Misc/TransactionallySafeCriticalSection.h"
#include "UObject/NameTypes.h"

Go to the source code of this file.

Classes

class  FStringTableRegistry
 

Macros

#define LOC_DEFINE_REGION
 
#define LOCTABLE_NEW(ID, NAMESPACE)    FStringTableRegistry::Get().Internal_NewLocTable(TEXT(ID), TEXT(NAMESPACE))
 
#define LOCTABLE_FROMFILE_ENGINE(ID, NAMESPACE, FILEPATH)    FStringTableRegistry::Get().Internal_LocTableFromFile(TEXT(ID), TEXT(NAMESPACE), TEXT(FILEPATH), FPaths::EngineContentDir())
 
#define LOCTABLE_FROMFILE_GAME(ID, NAMESPACE, FILEPATH)    FStringTableRegistry::Get().Internal_LocTableFromFile(TEXT(ID), TEXT(NAMESPACE), TEXT(FILEPATH), FPaths::ProjectContentDir())
 
#define LOCTABLE_SETSTRING(ID, KEY, SRC)    FStringTableRegistry::Get().Internal_SetLocTableEntry(TEXT(ID), TEXT(KEY), TEXT(SRC))
 
#define LOCTABLE_SETMETA(ID, KEY, METAID, META)    FStringTableRegistry::Get().Internal_SetLocTableEntryMetaData(TEXT(ID), TEXT(KEY), TEXT(METAID), TEXT(META))
 
#define LOCTABLE(ID, KEY)    FStringTableRegistry::Get().Internal_FindLocTableEntry(TEXT(ID), TEXT(KEY), EStringTableLoadingPolicy::FindOrLoad)
 

Macro Definition Documentation

◆ LOC_DEFINE_REGION

#define LOC_DEFINE_REGION

◆ LOCTABLE

#define LOCTABLE (   ID,
  KEY 
)     FStringTableRegistry::Get().Internal_FindLocTableEntry(TEXT(ID), TEXT(KEY), EStringTableLoadingPolicy::FindOrLoad)

Find a string table with the given ID, and try and find an entry within it using the given key. Returns a dummy FText if not found.

◆ LOCTABLE_FROMFILE_ENGINE

#define LOCTABLE_FROMFILE_ENGINE (   ID,
  NAMESPACE,
  FILEPATH 
)     FStringTableRegistry::Get().Internal_LocTableFromFile(TEXT(ID), TEXT(NAMESPACE), TEXT(FILEPATH), FPaths::EngineContentDir())

Creates and registers a new string table instance, loading strings from the given file (the path is relative to the engine content directory).

◆ LOCTABLE_FROMFILE_GAME

#define LOCTABLE_FROMFILE_GAME (   ID,
  NAMESPACE,
  FILEPATH 
)     FStringTableRegistry::Get().Internal_LocTableFromFile(TEXT(ID), TEXT(NAMESPACE), TEXT(FILEPATH), FPaths::ProjectContentDir())

Creates and registers a new string table instance, loading strings from the given file (the path is relative to the game content directory).

◆ LOCTABLE_NEW

#define LOCTABLE_NEW (   ID,
  NAMESPACE 
)     FStringTableRegistry::Get().Internal_NewLocTable(TEXT(ID), TEXT(NAMESPACE))

Creates and registers a new string table instance.

◆ LOCTABLE_SETMETA

#define LOCTABLE_SETMETA (   ID,
  KEY,
  METAID,
  META 
)     FStringTableRegistry::Get().Internal_SetLocTableEntryMetaData(TEXT(ID), TEXT(KEY), TEXT(METAID), TEXT(META))

Add a meta-data for the entry with the given key and source string.

◆ LOCTABLE_SETSTRING

#define LOCTABLE_SETSTRING (   ID,
  KEY,
  SRC 
)     FStringTableRegistry::Get().Internal_SetLocTableEntry(TEXT(ID), TEXT(KEY), TEXT(SRC))

Add a string table entry with the given key and source string.