UKismetInternationalizationLibrary::GetLocalizedCultures
#include "Kismet/KismetInternationalizationLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns the list of cultures that have localization data available, filtered by which resource groups (game, engine, editor, plugins) to check.
Caveats & Gotchas
- • A second, non-Blueprint-exposed overload takes an ELocalizationLoadFlags bitmask instead of four bools — C++ callers needing finer control should call that overload directly.
- • Defaults only check game resources; if your project ships localized plugin or engine-level content you need to pass IncludeEngine/IncludeAdditional explicitly to see it in the list.
Signature
static ENGINE_API TArray<FString> GetLocalizedCultures(const bool IncludeGame = true, const bool IncludeEngine = false, const bool IncludeEditor = false, const bool IncludeAdditional = false); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| IncludeGame | const bool | Check for localized game resources. | true |
| IncludeEngine | const bool | Check for localized engine resources. | false |
| IncludeEditor | const bool | Check for localized editor resources. | false |
| IncludeAdditional | const bool | Check for localized additional (e.g. plugin) resources. | false |
Return Type
TArray<FString> Example
Populate a language-select menu C++
const TArray<FString> Cultures = UKismetInternationalizationLibrary::GetLocalizedCultures(true, false, false, true); See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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