// Copyright Epic Games, Inc. All Rights Reserved. #include "LocalizableMessageLibrary.h" #include "ILocalizableMessageModule.h" #include "Internationalization/Internationalization.h" #include "LocalizableMessage.h" #include "LocalizableMessageProcessor.h" #include "LocalizationContext.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(LocalizableMessageLibrary) FText ULocalizableMessageLibrary::Conv_LocalizableMessageToText(UObject* WorldContextObject, const FLocalizableMessage& Message) { FLocalizationContext LocContext(WorldContextObject); FLocalizableMessageProcessor& Processor = ILocalizableMessageModule::Get().GetLocalizableMessageProcessor(); return Processor.Localize(Message, LocContext); } bool ULocalizableMessageLibrary::EqualEqual_LocalizableMessage(const FLocalizableMessage& A, const FLocalizableMessage& B) { return A == B; } bool ULocalizableMessageLibrary::IsEmpty_LocalizableMessage(const FLocalizableMessage& Message) { return Message.IsEmpty(); } void ULocalizableMessageLibrary::Reset_LocalizableMessage(FLocalizableMessage& Message) { Message.Reset(); }