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

#include <LocalizationResourceTextSource.h>

+ Inheritance diagram for FLocalizationResourceTextSource:

Public Member Functions

virtual bool GetNativeCultureName (const ELocalizedTextSourceCategory InCategory, FString &OutNativeCultureName) override
 
virtual void GetLocalizedCultureNames (const ELocalizationLoadFlags InLoadFlags, TSet< FString > &OutLocalizedCultureNames) override
 
virtual void LoadLocalizedResources (const ELocalizationLoadFlags InLoadFlags, TArrayView< const FString > InPrioritizedCultures, FTextLocalizationResource &InOutNativeResource, FTextLocalizationResource &InOutLocalizedResource) override
 
void LoadLocalizedResourcesFromPaths (TArrayView< const FString > InPrioritizedNativePaths, TArrayView< const FString > InPrioritizedLocalizationPaths, TArrayView< const FString > InGameNativePaths, const ELocalizationLoadFlags InLoadFlags, TArrayView< const FString > InPrioritizedCultures, FTextLocalizationResource &InOutNativeResource, FTextLocalizationResource &InOutLocalizedResource) const
 
void RegisterChunkId (const int32 InChunkId)
 
bool HasRegisteredChunkId (const int32 InChunkId)
 
- Public Member Functions inherited from ILocalizedTextSource
virtual ~ILocalizedTextSource ()=default
 
virtual int32 GetPriority () const
 
virtual EQueryLocalizedResourceResult QueryLocalizedResource (const ELocalizationLoadFlags InLoadFlags, TArrayView< const FString > InPrioritizedCultures, const FTextId InTextId, FTextLocalizationResource &InOutNativeResource, FTextLocalizationResource &InOutLocalizedResource)
 

Static Public Member Functions

static TArray< FString > GetChunkedLocalizationTargets ()
 
- Static Public Member Functions inherited from ILocalizedTextSource
static UE_FORCEINLINE_HINT bool ShouldLoadNative (const ELocalizationLoadFlags InLoadFlags)
 
static UE_FORCEINLINE_HINT bool ShouldLoadEditor (const ELocalizationLoadFlags InLoadFlags)
 
static UE_FORCEINLINE_HINT bool ShouldLoadGame (const ELocalizationLoadFlags InLoadFlags)
 
static UE_FORCEINLINE_HINT bool ShouldLoadEngine (const ELocalizationLoadFlags InLoadFlags)
 
static UE_FORCEINLINE_HINT bool ShouldLoadAdditional (const ELocalizationLoadFlags InLoadFlags)
 
static UE_FORCEINLINE_HINT bool ShouldLoadNativeGameData (const ELocalizationLoadFlags InLoadFlags)
 

Detailed Description

Implementation of a localized text source that loads data from Localization Resource (LocRes) files.

Member Function Documentation

◆ GetChunkedLocalizationTargets()

TArray< FString > FLocalizationResourceTextSource::GetChunkedLocalizationTargets ( )
static

Get the list of localization targets that were chunked during cooking.

◆ GetLocalizedCultureNames()

void FLocalizationResourceTextSource::GetLocalizedCultureNames ( const ELocalizationLoadFlags  InLoadFlags,
TSet< FString > &  OutLocalizedCultureNames 
)
overridevirtual

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

Implements ILocalizedTextSource.

◆ GetNativeCultureName()

bool FLocalizationResourceTextSource::GetNativeCultureName ( const ELocalizedTextSourceCategory  InCategory,
FString &  OutNativeCultureName 
)
overridevirtual

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

Returns
True if the native culture was populated, or false if the native culture is unknown.

Implements ILocalizedTextSource.

◆ HasRegisteredChunkId()

bool FLocalizationResourceTextSource::HasRegisteredChunkId ( const int32  InChunkId)
inline

Check whether the given chunk ID has been registered as containing chunked LocRes data.

◆ LoadLocalizedResources()

void FLocalizationResourceTextSource::LoadLocalizedResources ( const ELocalizationLoadFlags  InLoadFlags,
TArrayView< const FString >  InPrioritizedCultures,
FTextLocalizationResource InOutNativeResource,
FTextLocalizationResource InOutLocalizedResource 
)
overridevirtual

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

Implements ILocalizedTextSource.

◆ LoadLocalizedResourcesFromPaths()

void FLocalizationResourceTextSource::LoadLocalizedResourcesFromPaths ( TArrayView< const FString >  InPrioritizedNativePaths,
TArrayView< const FString >  InPrioritizedLocalizationPaths,
TArrayView< const FString >  InGameNativePaths,
const ELocalizationLoadFlags  InLoadFlags,
TArrayView< const FString >  InPrioritizedCultures,
FTextLocalizationResource InOutNativeResource,
FTextLocalizationResource InOutLocalizedResource 
) const

Load the localized resources from the LocRes files for the given cultures at the given paths into the given maps (ELocalizationLoadFlags controls which resources should be loaded).

◆ RegisterChunkId()

void FLocalizationResourceTextSource::RegisterChunkId ( const int32  InChunkId)
inline

Register that a chunk has been loaded that may contain chunked LocRes data.


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