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UKismetInternationalizationLibrary::SetCurrentAssetGroupCulture

function Engine Blueprint Since unknown
#include "Kismet/KismetInternationalizationLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Overrides the culture used for a specific asset group category, for example choosing English voice-over while the rest of the UI stays in Japanese.

Caveats & Gotchas

  • AssetGroup names are project-defined in Project Settings > Localization, not an engine-wide enum — check that config for valid group names.
  • This override is cleared by any later call to SetCurrentCulture or SetCurrentLanguageAndLocale, since those reset all asset group overrides.

Signature

static ENGINE_API bool SetCurrentAssetGroupCulture(const FName AssetGroup, const FString& Culture, const bool SaveToConfig = false);

Parameters

Name Type Description Default
AssetGroup const FName The asset group to set the culture override for.
Culture const FString& The culture to set for that group, as an IETF language tag.
SaveToConfig const bool If true, persists the setting to the user's GameUserSettings config. false

Return Type

bool

Example

Keep voice-over in English while UI language changes C++
UKismetInternationalizationLibrary::SetCurrentAssetGroupCulture(TEXT("Audio"), TEXT("en"), true);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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