// Copyright Epic Games, Inc. All Rights Reserved. #include "LocalizationModule.h" #include "LocalizationSettings.h" #include "TextLocalizationResourceGenerator.h" class FLocalizationModule : public ILocalizationModule { public: virtual bool HandleRegenLocCommand(const FString& InConfigFilePath) override { return FTextLocalizationResourceGenerator::GenerateLocResAndUpdateLiveEntriesFromConfig(InConfigFilePath, EGenerateLocResFlags::None); } virtual ULocalizationTarget* GetLocalizationTargetByName(FString TargetName, bool bIsEngineTarget) override { if (bIsEngineTarget) { ULocalizationTargetSet* EngineTargetSet = ULocalizationSettings::GetEngineTargetSet(); for (ULocalizationTarget* Target : EngineTargetSet->TargetObjects) { if (Target->Settings.Name == TargetName) { return Target; } } } else { ULocalizationTargetSet* GameTargetSet = ULocalizationSettings::GetGameTargetSet(); for (ULocalizationTarget* Target : GameTargetSet->TargetObjects) { if (Target->Settings.Name == TargetName) { return Target; } } } return nullptr; } }; IMPLEMENT_MODULE(FLocalizationModule, Localization);