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]

#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();