InternationalizationPreset
InternationalizationPreset
#Overview
name: InternationalizationPreset
The value of this variable can be defined or overridden in .ini config files. 2
.ini config files referencing this setting variable.
It is referenced in 2
C++ source files. 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:108, section: [/Script/UnrealEd.ProjectPackagingSettings]
- INI Section:
/Script/UnrealEd.ProjectPackagingSettings
- Raw value:
English
- Is Array:
False
Location: <Workspace>/Projects/Lyra/Config/DefaultGame.ini:124, section: [/Script/UnrealEd.ProjectPackagingSettings]
- INI Section:
/Script/UnrealEd.ProjectPackagingSettings
- Raw value:
All
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Developer/DeveloperToolSettings/Classes/Settings/ProjectPackagingSettings.h:460
Scope (from outer to inner):
file
class class UProjectPackagingSettings : public UObject
Source code excerpt:
/** Predefined sets of culture whose internationalization data should be packaged. */
UPROPERTY(config, EditAnywhere, Category=Packaging, AdvancedDisplay, meta=(DisplayName="Internationalization Support"))
EProjectPackagingInternationalizationPresets InternationalizationPreset;
/** Cultures whose data should be cooked, staged, and packaged. */
UPROPERTY(config, EditAnywhere, Category=Packaging, AdvancedDisplay, meta=(DisplayName="Localizations to Package"))
TArray<FString> CulturesToStage;
/** List of localization targets that should be chunked during cooking (if using chunks) */
#Loc: <Workspace>/Engine/Source/Developer/IoStoreUtilities/Private/ZenFileSystemManifest.cpp:361
Scope (from outer to inner):
file
function int32 FZenFileSystemManifest::Generate
Source code excerpt:
}
FString InternationalizationPresetAsString = UEnum::GetValueAsString(PackagingSettings->InternationalizationPreset);
const TCHAR* InternationalizationPresetPath = FCString::Strrchr(*InternationalizationPresetAsString, ':');
if (InternationalizationPresetPath)
{
++InternationalizationPresetPath;
}
else
#References in C# build files
This variable is referenced in the following C# build files:
Location: <Workspace>/Engine/Source/Programs/AutomationTool/Scripts/CopyBuildToStagingDirectory.Automation.cs:461
if (PlatformGameConfig != null)
{
PlatformGameConfig.GetString("/Script/UnrealEd.ProjectPackagingSettings", "InternationalizationPreset", out InternationalizationPreset);
}
}
// Error if no preset has been provided.
if (bMustExist && string.IsNullOrEmpty(InternationalizationPreset))
{