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Unreal Engine C++ API Reference > Editor > InternationalizationSettings
Inheritance Hierarchy
References
Module | InternationalizationSettings |
Header | /Engine/Source/Editor/InternationalizationSettings/Classes/InternationalizationSettingsModel.h |
Include | #include "InternationalizationSettingsModel.h" |
Syntax
class UInternationalizationSettingsModel : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
Remarks
Implements loading and saving of internationalization settings.
Variables
Type | Name | Description |
---|---|---|
ETimezoneSettin... | DisplayTimezone | Timezone to use for display purposes in FDateTime |
Constructors
Type | Name | Description |
---|---|---|
UInternationalizationSettingsModel ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
bool | GetEditorLanguage ( FString& OutEditorLanguage ) | |
bool | GetEditorLocale ( FString& OutEditorLocale ) | |
bool | GetPreviewGameLanguage ( FString& OutPreviewGameLanguage ) | |
int32 | GetTimezoneValue () | |
void | ResetToDefault () | |
void | SetEditorLanguage ( const FString& InEditorLanguage ) | |
void | SetEditorLocale ( const FString& InEditorLocale ) | |
void | SetPreviewGameLanguage ( const FString& InPreviewGameLangua... ) | |
void | SetShouldUseLocalizedNodeAndPinNames ( const bool Value ) | |
void | SetShouldUseLocalizedNumericInput ( const bool Value ) | |
void | SetShouldUseLocalizedPropertyNames ( const bool Value ) | |
bool | ShouldUseLocalizedNodeAndPinNames () | |
bool | ShouldUseLocalizedNumericInput () | |
bool | ShouldUseLocalizedPropertyNames () |