FLocTextHelper::FLocTextHelper

Construct a helper for the given target information.

Unreal Engine C++ API Reference > Developer > Localization > FLocTextHelper > FLocTextHelper

References

   
Module Localization
Header /Engine/Source/Developer/Localization/Public/LocTextHelper.h
Include #include "LocTextHelper.h"
Source /Engine/Source/Developer/Localization/Private/LocTextHelper.cpp
FLocTextHelper
(
    [FString](API\Runtime\Core\Containers\FString) InTargetPath,
    [FString](API\Runtime\Core\Containers\FString) InManifestName,
    [FString](API\Runtime\Core\Containers\FString) InArchiveName,
    [FString](API\Runtime\Core\Containers\FString) InNativeCulture,
    [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > InForeignCultures,
    [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ILocFileNotifies](API\Developer\Localization\ILocFileNotifies) > InLocFileNotifies,
    const [ELocTextPlatformSplitMode](API\Developer\Localization\ELocTextPlatformSplitMode) InPlatformSplitMode
)

Remarks

Construct a helper for the given target information.

Nothing is loaded or created at this point.

Parameters

Name Description
InTargetPath Path to the localization target (the root of this path should contain the manifest, and the archives should be under culture code directories).
InManifestName Name given to the manifest file for this target (eg, Game.manifest).
InArchiveName Name given to the archive files for this target (eg, Game.archive).
InNativeCulture Culture code of the native culture (eg, en), or an empty string if the native culture is unknown.
InForeignCultures Array of culture codes for the foreign cultures (the native culture will be removed from this array if present).
InLocFileNotifies Interface for allowing source control integration (may be null).
InPlatformSplitMode Should we split localization data per-platform?

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