UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ILocalizedTextSource Class Referenceabstract

#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)
 

Static Public Member Functions

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

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.

Constructor & Destructor Documentation

◆ ~ILocalizedTextSource()

virtual ILocalizedTextSource::~ILocalizedTextSource ( )
virtualdefault

Member Function Documentation

◆ GetLocalizedCultureNames()

virtual void ILocalizedTextSource::GetLocalizedCultureNames ( const ELocalizationLoadFlags  InLoadFlags,
TSet< FString > &  OutLocalizedCultureNames 
)
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.

◆ GetNativeCultureName()

virtual bool ILocalizedTextSource::GetNativeCultureName ( const ELocalizedTextSourceCategory  InCategory,
FString &  OutNativeCultureName 
)
pure virtual

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.

Implemented in FLocalizationResourceTextSource, and FPolyglotTextSource.

◆ GetPriority()

virtual int32 ILocalizedTextSource::GetPriority ( ) const
inlinevirtual

Get the priority of this source when building the complete list of translations to apply (higher numbers have a higher priority).

Reimplemented in FPolyglotTextSource.

◆ LoadLocalizedResources()

virtual void ILocalizedTextSource::LoadLocalizedResources ( const ELocalizationLoadFlags  InLoadFlags,
TArrayView< const FString >  InPrioritizedCultures,
FTextLocalizationResource InOutNativeResource,
FTextLocalizationResource InOutLocalizedResource 
)
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.

◆ QueryLocalizedResource()

virtual EQueryLocalizedResourceResult ILocalizedTextSource::QueryLocalizedResource ( const ELocalizationLoadFlags  InLoadFlags,
TArrayView< const FString >  InPrioritizedCultures,
const FTextId  InTextId,
FTextLocalizationResource InOutNativeResource,
FTextLocalizationResource InOutLocalizedResource 
)
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.

◆ ShouldLoadAdditional()

static UE_FORCEINLINE_HINT bool ILocalizedTextSource::ShouldLoadAdditional ( const ELocalizationLoadFlags  InLoadFlags)
inlinestatic

Should we load additional (eg, plugin) data based on the given load flags and environment?

◆ ShouldLoadEditor()

static UE_FORCEINLINE_HINT bool ILocalizedTextSource::ShouldLoadEditor ( const ELocalizationLoadFlags  InLoadFlags)
inlinestatic

Should we load editor data based on the given load flags and environment?

◆ ShouldLoadEngine()

static UE_FORCEINLINE_HINT bool ILocalizedTextSource::ShouldLoadEngine ( const ELocalizationLoadFlags  InLoadFlags)
inlinestatic

Should we load engine data based on the given load flags and environment?

◆ ShouldLoadGame()

static UE_FORCEINLINE_HINT bool ILocalizedTextSource::ShouldLoadGame ( const ELocalizationLoadFlags  InLoadFlags)
inlinestatic

Should we load game data based on the given load flags and environment?

◆ ShouldLoadNative()

static UE_FORCEINLINE_HINT bool ILocalizedTextSource::ShouldLoadNative ( const ELocalizationLoadFlags  InLoadFlags)
inlinestatic

Should we load native data based on the given load flags and environment?

◆ ShouldLoadNativeGameData()

static UE_FORCEINLINE_HINT bool ILocalizedTextSource::ShouldLoadNativeGameData ( const ELocalizationLoadFlags  InLoadFlags)
inlinestatic

Should we load native game data based on the given load flags and environment?


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