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]

Location: <Workspace>/Projects/Lyra/Config/DefaultGame.ini:124, section: [/Script/UnrealEd.ProjectPackagingSettings]

#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))
			{