UKismetInternationalizationLibrary::GetNativeCulture
#include "Kismet/KismetInternationalizationLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns the native (source) culture that a given localization category's text was authored in, before any translation.
Caveats & Gotchas
- • Takes an ELocalizedTextSourceCategory rather than an FName — pick Game, Engine, or Editor to match the text source you're checking against.
- • More useful as a FallbackCulture argument to GetSuitableCulture than for direct player-facing display.
Signature
static ENGINE_API FString GetNativeCulture(const ELocalizedTextSourceCategory TextCategory); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| TextCategory | const ELocalizedTextSourceCategory | The localization category to query (Game, Engine, or Editor). | — |
Return Type
FString Example
Use the native culture as a fallback C++
const FString Fallback = UKismetInternationalizationLibrary::GetNativeCulture(ELocalizedTextSourceCategory::Game); See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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