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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UKismetTextLibrary
Description
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).
| Name | EditTextPropertySourceString |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/KismetTextLibrary.h |
| Include Path | #include "Kismet/KismetTextLibrary.h" |
| Source | /Engine/Source/Runtime/Engine/Private/KismetTextLibrary.cpp |
UFUNCTION (BlueprintCallable, Category="Utilities|Text", Meta=(DefaultToSelf="TextOwner"))
static bool EditTextPropertySourceString
(
UObject * TextOwner,
const FName PropertyName,
const FString & SourceString,
const bool bEmitChangeNotify
)
True if edit was possible, or false if not.
Parameters
| Name | Remarks |
|---|---|
| TextOwner | The object that owns the given Text to be edited. |
| PropertyName | The name of 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. |
| bEmitChangeNotify | True to emit a pre/post edit change notify (in the editor). You should set this to false if editing text within a construction script. |