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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ILocalizedTextSource.h>
Inheritance diagram for ILocalizedTextSource:Public Member Functions | |
| virtual | ~ILocalizedTextSource ()=default |
| virtual int32 | GetPriority () const |
| virtual bool | GetNativeCultureName (const ELocalizedTextSourceCategory InCategory, FString &OutNativeCultureName)=0 |
| virtual void | GetLocalizedCultureNames (const ELocalizationLoadFlags InLoadFlags, TSet< FString > &OutLocalizedCultureNames)=0 |
| virtual void | LoadLocalizedResources (const ELocalizationLoadFlags InLoadFlags, TArrayView< const FString > InPrioritizedCultures, FTextLocalizationResource &InOutNativeResource, FTextLocalizationResource &InOutLocalizedResource)=0 |
| virtual EQueryLocalizedResourceResult | QueryLocalizedResource (const ELocalizationLoadFlags InLoadFlags, TArrayView< const FString > InPrioritizedCultures, const FTextId InTextId, FTextLocalizationResource &InOutNativeResource, FTextLocalizationResource &InOutLocalizedResource) |
Interface for a localized text source. These can be registered with the text localization manager, and provide an extensible way to inject localized text to UE4.
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virtualdefault |
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pure virtual |
Populate a list of culture names that this localized text source has resource data for (ELocalizationLoadFlags controls which resources should be checked).
Implemented in FLocalizationResourceTextSource, and FPolyglotTextSource.
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pure virtual |
Given a localization category, get the native culture for the category (if known).
Implemented in FLocalizationResourceTextSource, and FPolyglotTextSource.
Get the priority of this source when building the complete list of translations to apply (higher numbers have a higher priority).
Reimplemented in FPolyglotTextSource.
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pure virtual |
Load the localized resources from this localized text source for the given cultures into the given maps (ELocalizationLoadFlags controls which resources should be loaded).
Implemented in FLocalizationResourceTextSource, and FPolyglotTextSource.
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inlinevirtual |
Query a localized resource from this localized text source for the given cultures and ID into the given maps (ELocalizationLoadFlags controls which resources should be queried).
Reimplemented in FPolyglotTextSource.
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inlinestatic |
Should we load additional (eg, plugin) data based on the given load flags and environment?
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inlinestatic |
Should we load editor data based on the given load flags and environment?
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inlinestatic |
Should we load engine data based on the given load flags and environment?
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inlinestatic |
Should we load game data based on the given load flags and environment?
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inlinestatic |
Should we load native data based on the given load flags and environment?
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inlinestatic |
Should we load native game data based on the given load flags and environment?