I can’t understant why it doesn’t work.
LanguageActor.h
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Language)
TArray<FString> LanguageVariableNameArray;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Language)
TArray<FString> LanguageNameArray;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Language)
FString TestLanguage = "text test";
LanguageActor.cpp
void ALanguageActor::BeginPlay()
{
Super::BeginPlay();
// Read from file
if (PlatformFile.DirectoryExists(*ReadDirectory))
{
// Get absolute file path
FString AbsoluteFilePath = ReadDirectory + "/" + FileName;
FFileHelper::LoadFileToString(TextToRead, *AbsoluteFilePath);
}
else GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, TEXT("Directory unexist"));
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TextToRead);
if (TextToRead.ParseIntoArray(LanguageFileArray, TEXT("\n"), true))
{
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Green, LanguageFileArray[1]);
if (LanguageFileArray[0].ParseIntoArray(LanguageVariableNameArray, TEXT(";"), true))
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Green, LanguageVariableNameArray[3]);
if (LanguageFileArray[1].ParseIntoArray(LanguageNameArray, TEXT(";"), true))
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Green, LanguageNameArray[3]);
}
}
