FLocTextHelper::GetRuntimeText

Given some source text, work out which text is our current "best" translation (eg, when compiling to LocRes).

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.

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