// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Kismet/BlueprintFunctionLibrary.h" #include "LocalizableMessageLibrary.generated.h" struct FLocalizableMessage; class FText; /** BlueprintFunctionLibrary for LocalizableMessage */ UCLASS(MinimalAPI) class ULocalizableMessageLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: /** * Conversion function from LocalizableMessage to FText. */ UFUNCTION(BlueprintPure, Category = "Localizable Message", meta = (WorldContext = "WorldContextObject")) static LOCALIZABLEMESSAGEBLUEPRINT_API FText Conv_LocalizableMessageToText(UObject* WorldContextObject, UPARAM(ref) const FLocalizableMessage& Message); /** * Returns true if the Localizable Messages are equal (A == B) */ UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Localizable Message", meta = (DisplayName = "Equal (LocalizableMessage)", CompactNodeTitle = "==", BlueprintThreadSafe)) static LOCALIZABLEMESSAGEBLUEPRINT_API bool EqualEqual_LocalizableMessage(UPARAM(ref) const FLocalizableMessage& A, UPARAM(ref) const FLocalizableMessage& B); /** * Returns true if the message is empty */ UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Localizable Message") static LOCALIZABLEMESSAGEBLUEPRINT_API bool IsEmpty_LocalizableMessage(UPARAM(ref) const FLocalizableMessage& Message); /** * Resets the Localizable Message */ UFUNCTION(BlueprintCallable, Category = "Localizable Message") static LOCALIZABLEMESSAGEBLUEPRINT_API void Reset_LocalizableMessage(UPARAM(ref) FLocalizableMessage& Message); };