Well the point is I haven’t found anything about that command. If it ever existed with a simple “Execute console command” node would have been more than enough to change the game’s culture but I can’t seem to find it. What I have found (and tested and yes, it is working) is that you can pass “-culture=fr” on the commandline when launching the game and that works (I set in a shortcut). I have found in the answer HUB How do I test translations with console commands? - Rendering - Epic Developer Community Forums but the console command “-culture=fr” doesn’t work for me in the console(not recognized with and without the quotes).
Btw, I found something really usefull in terms of localization: when you use the gather text commandlet now it also gathers the soundwaves and the soundcues! The guys from Solus were having problems but it seems Epic Games fixed it (just posting here so people who end here getting info on the subject can read it )
, setting the subtitles on and off in runntime should be super easy in C++ because in the project settings menu there is indeed and option to set the subtitles on and off and well, if you have managed to do blueprints to rebind keys during runntimes subtitles should be really easy.
Keep on the good workk!! I can’t wait to show you guys what I am doing
Hee hee yup I know, I am the C++ programmer for Solus, and I worked with Epic directly to resolve 3-4 substantial bugs with the Localization system to get the commandlets working better.
I think you should ask on the answerhub if there is a way to change the culture of the game without having to restart the game! Then let me know know what response you get, and if you send link I can post there too.
**Subtitles**
I am trying to meet a deadline but something like should work
```
void SetSubtitlesActive(bool MakeActive)
{
GEngine->bSubtitlesEnabled = MakeActive;
//Clear any existing if setting subtitles off!
if(!MakeActive)
{
FSubtitleManager * SM = FSubtitleManager::GetSubtitleManager();
if (SM)
{
SM->KillAllSubtitles();
}
}
}
```
What do you think?
Let me know if you think there's a more elegant way to do it than talking to GEngine directly.
Here are the 3 core BP nodes that I’ve been using to make of my complicated interacting UMG menus, including an in-game file browser and a menu that allows you to change the materials on any skeletal mesh, while in-game!
These nodes are available to you now!
**Get Widgets of Class**
Allows you to not have to store references everywhere to your widgets, making it easy to interact with the Player Controller and My Character blueprints :)
Also makes it easy to remove a loading screen after a level transition, without storing refs in Game Instance class
Epic added node of mine, it should be in 4.7 !
Remove Widgets Of Class
You can find and remove any widget any way, no matter where you are in BP! (here I am in the Level BP)
** Tip:**
If you make a general superclass for your widgets (Reparent to a blank UserWidget of your own making), you can clear your entire UI system from the viewport with a single call to RemoveAllWidgetsOfClass, supplying the class that is your super class for your user widgets!
So lets say you have 3 user widgets that you made, make a 4th that is blank, reparent your existing 3 to your new empty 4th widget (“WidgetMaster” for example).
Now you can just call RemoveAllWidgetsOfClass on your new 4th widget, WidgetMaster, and 3 of your existing widgets will be removed automatically from the viewport!
**Is Widget Of Class In Viewport**
Take action based on the dynamic lookup of whether a certain widget is currently visible!
No need to store refs or bools anywhere, just do a dynamic look up that is lightning fast!
**If you turn "Top Level Only" off** you can iterate over the internal widgets of the visible wdigets that have been added to the viewport!
♥

Nice plugin .
I got a problem, i like use your nodes to read / write in the ini file, but i like use with a custom ini file, i added to the plugin for :
VictoryBPFunctionLibrary.h
VictoryBPFunctionLibrary.cpp
And in the game folder Config/ added the “DefaultGameSettings.ini” file with
now in the editor, in the Level Blueprint i using nodes and the print node to print in the screen.
Then i got 2 problems:
1º- When i read the value to get the name, i got “” = nothing, but if set before the value to x name, i got the name changed, but no idea where is saved, because the name no is in the inis of the game folder or engine folder (and don’t is in my file or in the created saved files but is changed in somewhere).
2º- My friend Moss, tell me i need load the ini in cache creating a new class, i have created in the game project :
GameSettingsConfig.h
GameSettingsConfig.cpp
and now generate a empty (with 2 space lines) files in the Saved/ and but without the vars…
Then where is saved that data and how make works correctly ?
Thanks.
One idea for super handy node would be to write a UFUNCTION to expose the ability to add and search for data in a TMap via blueprint. TMap’s can’t be exposed directly to blueprints as a UPROPERTY, but it would be very very hand to have the ability to store stuff in a container that can be searched quickly via blueprint. It’s one of the major shortcomings of using arrays in blueprint beyond a certain point because to search on them begins to take a long compared to a dictionary/hash map
I could make an Actor that you spawn that could store tmaps
The one is how to define the types of the tmap
I might have to just go with some stock variants like
FString,FString,
FString,int32
FString,Vector
buuut, is rather limiting
The types have to be defined for the TMap at compile though…
sooooo
How about you tell me what Tmap combination you need, and other people can do the same, and I’ll just keep making tmaps on one actor, the TMapActor, and whichever one you need is the one you use.
Obviously not a perfect solution but I have no idea how to allow you to pick the tmap types via BP, maybe the reason they are not BP exposed in first place.
But what I’ve described as a solution could work , as one extra actor is a lot less troublesome that having really slow lookups of large amounts of data, constantly, during game.
Those stock variants seem like the most useful. most other data types could technically be stored using one of those, at the cost of some memory and conversion.
The two use cases I have would be covered by storing strings, and storing an int.
Thanks again for contributing so much to our community!
TMap is a data structure that is not yet exposed to BP, but I’ve made a component-based solution for you so that you can use TMaps in BP!
**What's a TMap?**
A TMap is a data structure based on Key,Value pairs, where for any Key there is only one Value.
allows internal data structure look up times that are much faster than a regular dynamic array.
also allows for the association of dissimilar data types in a way that you organize.
For example, you can map a set of integers to a set of Vectors, so that each integer is related to exactly one vector.
Or, as I provide you with in my plugin, you can **relate a String to an Actor**!
means you can look up an Actor reference via a simple string input!
Or you can look up Vector data based on String data!
**The primary use of TMaps is for efficient lookup of data**, which dynamic arrays simply cannot do because there is no guarantee or assumption with dynamic arrays of anything like a key,value where each key has only 1 value.
**The rules of TMaps allow for efficient look up to speed up your game flow!**
Actor Component
My solution is component-based, which means you can have per-instance TMap data for your game’s actors!
You simply add my Victory TMap Component to any actor you want!
I used the My Character blueprint in my own tests!!!
You can use literally any actor you want, or make a new actor BP whose only role is to house the TMap Component
**Additional TMap Combinations**
If you find that you cannot use my existing set of TMap Combinations to fulfill your game's needs, let me know by posting in thread and I can add additional TMaps to the component.
Per Instance
Remember that what I providing you with is a component-based solution, so you can add TMap data to as many actors in your game as you want, and have per-instance variations in the data contained therein!
Hi - is a brilliant node (The image loader) that will make my life very much easier! I was using VaQuole to load images through a web address (to a local path) - is going to make my life so much easier!
Hello ,
Great piece of work!
I do have some requests on the tmap comp.
could you also provide a node to only add unique KV pair?
could you add a node wher value is Transform?
and a node where value is struct?
and lastly a node where value is targetpoint?
They key for value Transform could be an int.
I asked about unique kv pair, because i saw in the image you posted a comment that when you add a kv pair where key already exists, the value will be overwritten.
So i meant an extra node where adding will fail if key already exist, instead of overwrite the value.
I thought targetpoint could be handy, so that casting/ extra checking isn’t neccesary.