![]() If you want an accurate representation, run a standalone instance in the Editor (which is the same as running the editor with -game). The PIE and UMG previews are not always fully accurate representations of what your project will look like at runtime, because they only load the localization data without affecting the language or locale settings. In the menu bar of the Editor, click Edit > Editor Preferences. To change these settings, follow these steps. The localization preview provides a way to preview your project localization data without leaving the Editor, and is configured by the Preview Game Language setting. The settings can also be overridden using command line flags. ![]() This example shows setting the language and locale to French, while setting the Audio Asset group to Japanese. This example shows setting the culture to French. The default settings for your project will typically be defined in your DefaultGame.ini. ![]() However, during development these overrides can be useful for testing other languages. In a shipped project, you probably won't override this behavior. If the platform language isn't supported, UE4 falls back to the native language of your Localization Target. UE4 determines the default culture by querying the underlying platform layer for the active language and locale. Get the display name of a culture from its IETF language tag. Get the most suitable culture from a list of available cultures. Get the list of cultures that have localization data available as IETF language tags. Get the native culture of a localization category as an IETF language tag. The underlying available language information is stored in the FTextLocalizationManager singleton, but UKismetInternationalizationLibrary provides a small set of wrapper functions that lets you consistently access the information from both C++ and Blueprints. Locale=fr Querying the Available Languages The culture can also be changed in non-shipping builds using engine console commands. Set the culture for a named asset group from an IETF language tag.Ĭlear the culture for a named asset group (will revert back to using the active language). Set the active language and locale from an IETF language tag. Set the active locale from an IETF language tag. Set the active language from an IETF language tag. Set the Active Culture (language, locale, and all asset groups) from an IETF language tag. They also provide a way to optionally persist the new settings to the per-user config file. The underlying Active Culture information is stored in the FInternationalization singleton, but UKismetInternationalizationLibrary provides a small set of wrapper functions that let you set the values from both C++ and Blueprints. ![]() Get the culture for a named asset group as an IETF language tag. Get the active locale as an IETF language tag. Get the active language as an IETF language tag. The underlying active culture information is stored in the FInternationalization singleton, but UKismetInternationalizationLibrary provides a small set of wrapper functions that let you consistently access the information from both C++ and Blueprints. UE4 makes this separation simple, and also provides some utilities that you can use in both C++ and Blueprints to help manage the settings. It is possible set all of these at once by changing the Active Culture. However, if your project intends to use Asset groups, then you'll want to treat the language and locale (which games often set to the same value) and Asset groups as separate settings. The locale - The locale is used to control how numbers/dates/times/etc are formatted within our internationalization library.Īn Asset group culture - Asset groups allow you to create a group of Asset classes that can be assigned a different culture than the main project language. The language - The language is used to work out which localization data should be used. The Active Culture in Unreal Engine 4 (UE4) can actually refer to one of three things:
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