Runtime localization node

Not currently, although I have added one for 4.17. For now you’ll have to make your own UFUNCTION and expose it to BPs.

For your reference, this is the version I added for 4.17:

// .h

/**
 * Set the current culture.
 * @note This function is a sledgehammer, and will set both the language and locale, as well as clear out any asset group cultures that may be set.
 * @param Culture The culture to set, as an IETF language tag (eg, "zh-Hans-CN").
 * @param SaveToConfig If true, save the new setting to the users' "GameUserSettings" config so that it persists after a reload.
 * @return True if the culture was set, false otherwise.
 */
UFUNCTION(BlueprintCallable, Category="Utilities|Internationalization", meta=(AdvancedDisplay="1"))
static bool SetCurrentCulture(const FString& Culture, const bool SaveToConfig = false);


// .cpp

bool UKismetInternationalizationLibrary::SetCurrentCulture(const FString& Culture, const bool SaveToConfig)
{
	if (FInternationalization::Get().SetCurrentCulture(Culture))
	{
		if (!GIsEditor && SaveToConfig)
		{
			GConfig->SetString(TEXT("Internationalization"), TEXT("Culture"), *Culture, GGameUserSettingsIni);
			GConfig->EmptySection(TEXT("Internationalization.AssetGroupCultures"), GGameUserSettingsIni);
			GConfig->Flush(false, GGameUserSettingsIni);
		}
		return true;
	}

	return false;
}

This changes the active culture, and also has an option to persist the new setting to the users’ game config so it’s applied automatically on the next run.