Files
UnrealEngine/Engine/Plugins/Experimental/LocalizableMessage/Source/LocalizableMessageBlueprint/Public/LocalizableMessageLibrary.h
2025-05-18 13:04:45 +08:00

38 lines
1.1 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 message is empty
*/
UFUNCTION(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);
};