UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
TextLocalizationResourceUtil Namespace Reference

Functions

int32 GetLocalizationTargetPathIdFromLocResId (const FTextKey &InLocResID)
 
CORE_API FString GetNativeCultureName (const TArray< FString > &InLocalizationPaths)
 
CORE_API FString GetNativeCultureName (const ELocalizedTextSourceCategory InCategory)
 
CORE_API FString GetNativeProjectCultureName (const bool bSkipCache=false)
 
CORE_API void ClearNativeProjectCultureName ()
 
CORE_API FString GetNativeEngineCultureName (const bool bSkipCache=false)
 
CORE_API void ClearNativeEngineCultureName ()
 
CORE_API TArray< FString > GetLocalizedCultureNames (const TArray< FString > &InLocalizationPaths)
 
CORE_API const TArray< FString > & GetDisabledLocalizationTargets ()
 
CORE_API FString GetLocalizationTargetNameForChunkId (const FString &InLocalizationTargetName, const int32 InChunkId)
 

Function Documentation

◆ ClearNativeEngineCultureName()

void TextLocalizationResourceUtil::ClearNativeEngineCultureName ( )

Clear the native culture for the engine so it will be re-cached on the text call to GetNativeEngineCultureName.

◆ ClearNativeProjectCultureName()

void TextLocalizationResourceUtil::ClearNativeProjectCultureName ( )

Clear the native culture for the current project so it will be re-cached on the text call to GetNativeProjectCultureName.

◆ GetDisabledLocalizationTargets()

const TArray< FString > & TextLocalizationResourceUtil::GetDisabledLocalizationTargets ( )

Get the array of localization targets that have been disabled for the current configuration.

◆ GetLocalizationTargetNameForChunkId()

FString TextLocalizationResourceUtil::GetLocalizationTargetNameForChunkId ( const FString &  InLocalizationTargetName,
const int32  InChunkId 
)

Get the name that the given localization target should have for the given chunk ID.

◆ GetLocalizationTargetPathIdFromLocResId()

int32 TextLocalizationResourceUtil::GetLocalizationTargetPathIdFromLocResId ( const FTextKey InLocResID)

◆ GetLocalizedCultureNames()

TArray< FString > TextLocalizationResourceUtil::GetLocalizedCultureNames ( const TArray< FString > &  InLocalizationPaths)

Given some paths to look at, populate a list of culture names that we have available localization resource information for.

◆ GetNativeCultureName() [1/2]

FString TextLocalizationResourceUtil::GetNativeCultureName ( const ELocalizedTextSourceCategory  InCategory)

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

Returns
The native culture for the given localization category, or an empty string if the native culture is unknown.

◆ GetNativeCultureName() [2/2]

FString TextLocalizationResourceUtil::GetNativeCultureName ( const TArray< FString > &  InLocalizationPaths)

Given some paths to look at, get the native culture for the targets within those paths (if known).

Returns
The native culture for the targets within the given paths based on the data in the first LocMeta file, or an empty string if the native culture is unknown.

◆ GetNativeEngineCultureName()

FString TextLocalizationResourceUtil::GetNativeEngineCultureName ( const bool  bSkipCache = false)

Get the native culture for the engine.

Returns
The native culture for the engine based on the data in the engine LocMeta files.

◆ GetNativeProjectCultureName()

FString TextLocalizationResourceUtil::GetNativeProjectCultureName ( const bool  bSkipCache = false)

Get the native culture for the current project (if known).

Returns
The native culture for the current project based on the data in the game LocMeta files, or an empty string if the native culture is unknown.