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Unreal Engine C++ API Reference > Developer > Localization > FLocTextHelper
References
Module | Localization |
Header | /Engine/Source/Developer/Localization/Public/LocTextHelper.h |
Include | #include "LocTextHelper.h" |
Source | /Engine/Source/Developer/Localization/Private/LocTextHelper.cpp |
void GetRuntimeText ( const [FString](API\Runtime\Core\Containers\FString) & InCulture, const [FLocKey](API\Runtime\Core\Internationalization\FLocKey) & InNamespace, const [FLocKey](API\Runtime\Core\Internationalization\FLocKey) & InKey, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLocMetadataObject](API\Runtime\Core\Internationalization\FLocMetadataObject) > InKeyMetadataObj, const [ELocTextExportSourceMethod](API\Developer\Localization\ELocTextExportSourceMethod) InSourceMethod, const [FLocItem](API\Runtime\Core\Internationalization\FLocItem) & InSource, [FLocItem](API\Runtime\Core\Internationalization\FLocItem) & OutTranslation, const bool bSkipSourceCheck ) const
Remarks
Given some source text, work out which text is our current "best" translation (eg, when compiling to LocRes).
Parameters
Name | Description |
---|---|
InCulture | Culture to find the translation for. |
InNamespace | Namespace of the text. |
InKey | Key of the text. |
InKeyMetadataObj | Meta-data associated with the source text key. |
InSourceMethod | What kind of "source" should we use when looking up translations? |
InSource | The raw source text to use as a fallback. |
OutTranslation | The translation to use. |
bSkipSourceCheck | True to skip the source check and just return any matching translation. |