Files
UnrealEngineUWP/Engine/Source/Developer/InternationalizationSettings/Classes/InternationalizationSettingsModel.h
Saul Abreu 3e89a8d6f6 #codereview Jamie.Dale, Justin.Sargent
Largely rewritten Editor Region & Language Settings page. Far less error prone compared to the old implementation. I'd like to do a lot more to make this not so lame in the future - move the game's native culture to something not editor-specific and leverage it as the default for new game targets in the localization dashboard.

[CL 2706823 by Saul Abreu in Main branch]
2015-09-25 16:24:07 -04:00

27 lines
862 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "InternationalizationSettingsModel.generated.h"
/**
* Implements loading and saving of internationalization settings.
*/
UCLASS(config=EditorSettings)
class INTERNATIONALIZATIONSETTINGS_API UInternationalizationSettingsModel
: public UObject
{
GENERATED_UCLASS_BODY()
public:
void ResetToDefault();
bool GetEditorCultureName(FString& OutEditorCultureName) const;
void SetEditorCultureName(const FString& CultureName);
bool GetNativeGameCultureName(FString& OutNativeGameCultureName) const;
void SetNativeGameCultureName(const FString& CultureName);
bool ShouldLoadLocalizedPropertyNames() const;
void ShouldLoadLocalizedPropertyNames(const bool Value);
bool ShouldShowNodesAndPinsUnlocalized() const;
void ShouldShowNodesAndPinsUnlocalized(const bool Value);
};