Files
UnrealEngine/Engine/Plugins/Experimental/LocalizableMessage/Source/LocalizableMessageBlueprint/Public/LocalizableMessageLibrary.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

44 lines
1.6 KiB
C++

// 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);
};