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