Module |
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Header |
/Engine/Source/Runtime/Core/Public/Internationalization/ILocalizedTextSource.h |
Include |
#include "Internationalization/ILocalizedTextSource.h" |
class ILocalizedTextSource
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.
Name | Description | |
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~ILocalizedTextSource() |
Name | Description | ||
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void |
GetLocalizedCultureNames |
Populate a list of culture names that this localized text source has resource data for (ELocalizationLoadFlags controls which resources should be checked). |
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bool |
GetNativeCultureName ( |
Given a localization category, get the native culture for the category (if known). |
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int32 |
GetPriority() |
Get the priority of this source when building the complete list of translations to apply (higher numbers have a higher priority). |
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void |
LoadLocalizedResources ( |
Load the localized resources from this localized text source for the given cultures into the given maps (ELocalizationLoadFlags controls which resources should be loaded). |
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EQueryLocali... |
QueryLocalizedResource ( |
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). |
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bool |
ShouldLoadAdditional ( |
Should we load additional (eg, plugin) data based on the given load flags and environment? |
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bool |
ShouldLoadEditor ( |
Should we load editor data based on the given load flags and environment? |
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bool |
ShouldLoadEngine ( |
Should we load engine data based on the given load flags and environment? |
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bool |
ShouldLoadGame ( |
Should we load game data based on the given load flags and environment? |
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bool |
ShouldLoadNative ( |
Should we load native data based on the given load flags and environment? |
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bool |
ShouldLoadNativeGameData ( |
Should we load native game data based on the given load flags and environment? |