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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Kismet > API/Runtime/Engine/Kismet/UKismetTextLibrary
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Kismet/KismetTextLibrary.h |
| Include | #include "Kismet/KismetTextLibrary.h" |
| Source | /Engine/Source/Runtime/Engine/Private/KismetTextLibrary.cpp |
UFUNCTION (BlueprintCallable, CustomThunk, Category="Utilities|Text",
Meta=(DefaultToSelf="TextOwner"))
static bool EditTextSourceString
(
UObject * TextOwner,
UPARAM FText & Text,
const FString & SourceString
)
Remarks
Edit the source string of the given text property, akin to what happens when editing a text property in a details panel. This will attempt to preserve the existing ID of the text property being edited, or failing that will attempt to build a deterministic ID based on the object and property info.
This is an ADVANCED function that is ONLY safe to be used in environments where the modified text property will be gathered for localization (eg, in the editor, or a game mode that collects text properties to be localized). True if edit was possible, or false if not.
Parameters
| Name | Description |
|---|---|
| TextOwner | The object that owns the given Text to be edited. |
| Text | The text property to edit. This must be a property that exists on TextOwner. |
| SourceString | The source string that the edited text property should use. |