UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FInternationalization Class Reference

#include <Internationalization.h>

Classes

struct  FCultureStateSnapshot
 

Public Member Functions

CORE_API bool SetCurrentCulture (const FString &InCultureName)
 
FCultureRef GetCurrentCulture () const
 
CORE_API bool SetCurrentLanguage (const FString &InCultureName)
 
FCultureRef GetCurrentLanguage () const
 
CORE_API bool SetCurrentLocale (const FString &InCultureName)
 
FCultureRef GetCurrentLocale () const
 
CORE_API bool SetCurrentLanguageAndLocale (const FString &InCultureName)
 
CORE_API bool SetCurrentAssetGroupCulture (const FName &InAssetGroupName, const FString &InCultureName)
 
CORE_API FCultureRef GetCurrentAssetGroupCulture (const FName &InAssetGroupName) const
 
CORE_API void ClearCurrentAssetGroupCulture (const FName &InAssetGroupName)
 
CORE_API FCulturePtr GetCulture (const FString &InCultureName)
 
FCultureRef GetDefaultCulture () const
 
FCultureRef GetDefaultLanguage () const
 
FCultureRef GetDefaultLocale () const
 
FCultureRef GetInvariantCulture () const
 
CORE_API TArray< FCultureRefGetCurrentCultures (const bool bIncludeLanguage, const bool bIncludeLocale, const bool bIncludeAssetGroups) const
 
CORE_API void BackupCultureState (FCultureStateSnapshot &OutSnapshot) const
 
CORE_API void RestoreCultureState (const FCultureStateSnapshot &InSnapshot)
 
bool IsInitialized () const
 
CORE_API void LoadAllCultureData ()
 
CORE_API void AddCustomCulture (const TSharedRef< ICustomCulture > &InCustomCulture)
 
CORE_API FCulturePtr GetCustomCulture (const FString &InCultureName) const
 
CORE_API bool IsCultureRemapped (const FString &Name, FString *OutMappedCulture)
 
CORE_API bool IsCultureAllowed (const FString &Name)
 
CORE_API void RefreshCultureDisplayNames (const TArray< FString > &InPrioritizedDisplayCultureNames)
 
CORE_API void RefreshCachedConfigData ()
 
CORE_API void GetCultureNames (TArray< FString > &CultureNames) const
 
CORE_API TArray< FString > GetPrioritizedCultureNames (const FString &Name)
 
CORE_API void GetCulturesWithAvailableLocalization (const TArray< FString > &InLocalizationPaths, TArray< FCultureRef > &OutAvailableCultures, const bool bIncludeDerivedCultures)
 
CORE_API TArray< FCultureRefGetAvailableCultures (const TArray< FString > &InCultureNames, const bool bIncludeDerivedCultures)
 
FCultureChangedEventOnCultureChanged ()
 

Static Public Member Functions

static CORE_API FInternationalizationGet ()
 
static CORE_API bool IsAvailable ()
 
static CORE_API void TearDown ()
 
static UE_FORCEINLINE_HINT FText ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText (const TCHAR *InTextLiteral, const TCHAR *InNamespace, const TCHAR *InKey)
 

Friends

class FTextChronoFormatter
 
class FLazySingleton
 
class FLegacyInternationalization
 

Member Function Documentation

◆ AddCustomCulture()

void FInternationalization::AddCustomCulture ( const TSharedRef< ICustomCulture > &  InCustomCulture)

Add a new custom culture

◆ BackupCultureState()

void FInternationalization::BackupCultureState ( FCultureStateSnapshot OutSnapshot) const

Backup the current culture state to the given snapshot struct.

◆ ClearCurrentAssetGroupCulture()

void FInternationalization::ClearCurrentAssetGroupCulture ( const FName InAssetGroupName)

Clear the given asset group category culture.

◆ ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText()

static UE_FORCEINLINE_HINT FText FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText ( const TCHAR InTextLiteral,
const TCHAR InNamespace,
const TCHAR InKey 
)
inlinestatic

◆ Get()

FInternationalization & FInternationalization::Get ( )
static

◆ GetAvailableCultures()

TArray< FCultureRef > FInternationalization::GetAvailableCultures ( const TArray< FString > &  InCultureNames,
const bool  bIncludeDerivedCultures 
)

Given some culture names, populate a list of cultures that are available to be used. If bIncludeDerivedCultures, include cultures that are derived from those we passed.

◆ GetCulture()

FCulturePtr FInternationalization::GetCulture ( const FString &  InCultureName)

Get the culture corresponding to the given name.

Returns
The culture for the given name, or null if it couldn't be found.

◆ GetCultureNames()

void FInternationalization::GetCultureNames ( TArray< FString > &  CultureNames) const

◆ GetCulturesWithAvailableLocalization()

void FInternationalization::GetCulturesWithAvailableLocalization ( const TArray< FString > &  InLocalizationPaths,
TArray< FCultureRef > &  OutAvailableCultures,
const bool  bIncludeDerivedCultures 
)

Given some paths to look at, populate a list of cultures that we have available localization information for. If bIncludeDerivedCultures, include cultures that are derived from those we have localization data for.

Note
This function was deprecated as it only provides cultures that use localization resources. FTextLocalizationManager::GetLocalizedCultureNames provides a more complete list when using alternate sources, and FInternationalization::GetAvailableCultures can be used to build a culture array from that list.

◆ GetCurrentAssetGroupCulture()

FCultureRef FInternationalization::GetCurrentAssetGroupCulture ( const FName InAssetGroupName) const

Get the given asset group category culture.

Note
Returns the current language if the group category doesn't have a culture override.

◆ GetCurrentCulture()

FCultureRef FInternationalization::GetCurrentCulture ( ) const
inline

Get the current culture.

Note
This function exists for legacy API parity with SetCurrentCulture and is equivalent to GetCurrentLanguage. It should never be used in internal localization/internationalization code!

◆ GetCurrentCultures()

TArray< FCultureRef > FInternationalization::GetCurrentCultures ( const bool  bIncludeLanguage,
const bool  bIncludeLocale,
const bool  bIncludeAssetGroups 
) const

Get the current cultures in use, optionally including the current language, locale, and any asset groups.

◆ GetCurrentLanguage()

FCultureRef FInternationalization::GetCurrentLanguage ( ) const
inline

Get the current language (for localization).

◆ GetCurrentLocale()

FCultureRef FInternationalization::GetCurrentLocale ( ) const
inline

Get the current locale (for internationalization).

◆ GetCustomCulture()

FCulturePtr FInternationalization::GetCustomCulture ( const FString &  InCultureName) const

Get a new custom culture from its name

◆ GetDefaultCulture()

FCultureRef FInternationalization::GetDefaultCulture ( ) const
inline

Get the default culture specified by the OS.

Note
This function exists for legacy API parity with GetCurrentCulture and is equivalent to GetDefaultLanguage. It should never be used in internal localization/internationalization code!

◆ GetDefaultLanguage()

FCultureRef FInternationalization::GetDefaultLanguage ( ) const
inline

Get the default language specified by the OS.

◆ GetDefaultLocale()

FCultureRef FInternationalization::GetDefaultLocale ( ) const
inline

Get the default locale specified by the OS.

◆ GetInvariantCulture()

FCultureRef FInternationalization::GetInvariantCulture ( ) const
inline

Get the invariant culture that can be used when you don't care about localization/internationalization.

◆ GetPrioritizedCultureNames()

TArray< FString > FInternationalization::GetPrioritizedCultureNames ( const FString &  Name)

◆ IsAvailable()

bool FInternationalization::IsAvailable ( )
static

Checks to see that an internationalization instance exists, and has been initialized. Usually you would use Get(), however this may be used to work out whether TearDown() has been called when cleaning up on shutdown.

◆ IsCultureAllowed()

bool FInternationalization::IsCultureAllowed ( const FString &  Name)

Is the given culture enabled or disabled in this build?

◆ IsCultureRemapped()

bool FInternationalization::IsCultureRemapped ( const FString &  Name,
FString *  OutMappedCulture 
)

Has the given culture been remapped in this build?

◆ IsInitialized()

bool FInternationalization::IsInitialized ( ) const
inline

◆ LoadAllCultureData()

void FInternationalization::LoadAllCultureData ( )

Load and cache the data needed for every culture we know about (this is usually done per-culture as required)

◆ OnCultureChanged()

FCultureChangedEvent & FInternationalization::OnCultureChanged ( )
inline

Broadcasts whenever the current culture changes

◆ RefreshCachedConfigData()

void FInternationalization::RefreshCachedConfigData ( )

Refresh any config data that has been cached

◆ RefreshCultureDisplayNames()

void FInternationalization::RefreshCultureDisplayNames ( const TArray< FString > &  InPrioritizedDisplayCultureNames)

Refresh the display names of the cached cultures

◆ RestoreCultureState()

void FInternationalization::RestoreCultureState ( const FCultureStateSnapshot InSnapshot)

Restore a previous culture state from the given snapshot struct.

◆ SetCurrentAssetGroupCulture()

bool FInternationalization::SetCurrentAssetGroupCulture ( const FName InAssetGroupName,
const FString &  InCultureName 
)

Set the given asset group category culture by name.

◆ SetCurrentCulture()

bool FInternationalization::SetCurrentCulture ( const FString &  InCultureName)

Set the current culture by name.

Note
This function is a sledgehammer, and will set both the language and locale, as well as clear out any asset group cultures that may be set.
SetCurrentCulture should be avoided in Core/Engine code as it may stomp over Editor/Game user-settings.

◆ SetCurrentLanguage()

bool FInternationalization::SetCurrentLanguage ( const FString &  InCultureName)

Set only the current language (for localization) by name.

Note
Unless you're doing something advanced, you likely want SetCurrentLanguageAndLocale or SetCurrentCulture instead.

◆ SetCurrentLanguageAndLocale()

bool FInternationalization::SetCurrentLanguageAndLocale ( const FString &  InCultureName)

Set the current language (for localization) and locale (for internationalization) by name.

◆ SetCurrentLocale()

bool FInternationalization::SetCurrentLocale ( const FString &  InCultureName)

Set only the current locale (for internationalization) by name.

Note
Unless you're doing something advanced, you likely want SetCurrentLanguageAndLocale or SetCurrentCulture instead.

◆ TearDown()

void FInternationalization::TearDown ( )
static

Friends And Related Symbol Documentation

◆ FLazySingleton

friend class FLazySingleton
friend

◆ FLegacyInternationalization

◆ FTextChronoFormatter


The documentation for this class was generated from the following files: