Files
UnrealEngineUWP/Engine/Source/Developer/InternationalizationSettings/Classes/InternationalizationSettingsModel.h
Michael Schoell 3f52b7d131 In "Region and Language" you can toggle localization of node and pins in all graph editors.
SNodeTitle no longer compares cached node titles to the title the node wants to be to determine a reconstruction, it checks if the schema wants to purge all cached node titles.

#jira UE-8371 - Change Editor language while leaving Blueprint Editor node & pin names in English

[CL 2508681 by Michael Schoell in Main branch]
2015-04-10 14:37:56 -04:00

42 lines
1.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "InternationalizationSettingsModel.generated.h"
/**
* Implements loading and saving of internationalization settings.
*/
UCLASS()
class INTERNATIONALIZATIONSETTINGS_API UInternationalizationSettingsModel
: public UObject
{
GENERATED_UCLASS_BODY()
public:
void SaveDefaults();
void ResetToDefault();
FString GetCultureName() const;
void SetCultureName(const FString& CultureName);
bool ShouldLoadLocalizedPropertyNames() const;
void ShouldLoadLocalizedPropertyNames(const bool Value);
bool ShouldShowNodesAndPinsUnlocalized() const;
void ShouldShowNodesAndPinsUnlocalized(const bool Value);
public:
/**
* Returns an event delegate that is executed when a setting has changed.
*
* @return The delegate.
*/
DECLARE_EVENT(UInternationalizationSettingsModel, FSettingChangedEvent);
FSettingChangedEvent& OnSettingChanged( ) { return SettingChangedEvent; }
private:
// Holds an event delegate that is executed when a setting has changed.
FSettingChangedEvent SettingChangedEvent;
};