DefaultCulture
DefaultCulture
#Overview
name: DefaultCulture
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 1
C++ source file. Also referenced in 1
C# build file meaning it may affect the build system logic.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseGame.ini:110, section: [/Script/UnrealEd.ProjectPackagingSettings]
- INI Section:
/Script/UnrealEd.ProjectPackagingSettings
- Raw value:
en
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformCrashContext.cpp:453
Scope (from outer to inner):
file
function void FGenericCrashContext::Initialize
Source code excerpt:
else
{
FCulturePtr DefaultCulture = FInternationalization::Get().GetCulture(TEXT("en"));
if (DefaultCulture.IsValid())
{
NCached::Session.LanguageLCID = DefaultCulture->GetLCID();
}
else
{
const int DefaultCultureLCID = 1033;
NCached::Session.LanguageLCID = DefaultCultureLCID;
}
#References in C# build files
This variable is referenced in the following C# build files:
Location: <Workspace>/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/AppXManifestGeneratorBase.cs:514
string DefaultUECultureId;
GameIni.GetArray("/Script/UnrealEd.ProjectPackagingSettings", "CulturesToStage", out SelectedUECultureIds);
GameIni.GetString("/Script/UnrealEd.ProjectPackagingSettings", "DefaultCulture", out DefaultUECultureId);
if (SelectedUECultureIds == null || SelectedUECultureIds.Count < 1)
{
Logger.LogError("At least one culture must be selected to stage.");
return null;
}
SelectedUECultureIds = SelectedUECultureIds.Distinct().ToList();