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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
# pragma once
# include "TemplateProjectDefs.generated.h"
USTRUCT ( )
struct FTemplateReplacement
{
GENERATED_USTRUCT_BODY ( )
UPROPERTY ( )
TArray < FString > Extensions ;
UPROPERTY ( )
FString From ;
UPROPERTY ( )
FString To ;
UPROPERTY ( )
bool bCaseSensitive ;
} ;
USTRUCT ( )
struct FTemplateFolderRename
{
GENERATED_USTRUCT_BODY ( )
UPROPERTY ( )
FString From ;
UPROPERTY ( )
FString To ;
} ;
USTRUCT ( )
struct FLocalizedTemplateString
{
GENERATED_USTRUCT_BODY ( )
UPROPERTY ( )
FString Language ;
UPROPERTY ( )
FString Text ;
} ;
UCLASS ( config = TemplateDefs )
class UTemplateProjectDefs : public UObject
{
GENERATED_UCLASS_BODY ( )
UPROPERTY ( config )
TArray < FLocalizedTemplateString > LocalizedDisplayNames ;
UPROPERTY ( config )
TArray < FLocalizedTemplateString > LocalizedDescriptions ;
UPROPERTY ( config )
TArray < FString > FoldersToIgnore ;
UPROPERTY ( config )
TArray < FString > FilesToIgnore ;
UPROPERTY ( config )
TArray < FTemplateFolderRename > FolderRenames ;
UPROPERTY ( config )
TArray < FTemplateReplacement > FilenameReplacements ;
UPROPERTY ( config )
TArray < FTemplateReplacement > ReplacementsInFiles ;
/** Fixes up all strings in this definitions object to replace %TEMPLATENAME% with the supplied template name and %PROJECTNAME% with the supplied project name */
void FixupStrings ( const FString & TemplateName , const FString & ProjectName ) ;
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/** Returns the display name for the current culture, or English if the current culture has no translation */
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FText GetDisplayNameText ( ) ;
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/** Returns the display name for the current culture, or English if the current culture has no translation */
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FText GetLocalizedDescription ( ) ;
private :
void FixString ( FString & InOutStringToFix , const FString & TemplateName , const FString & ProjectName ) ;
} ;