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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Text
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.
Note: 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).
Target is Kismet Text Library
Inputs
| Type | Name | Description |
|---|---|---|
| exec | In | |
| object | Text Owner | The object that owns the given Text to be edited. |
| name | Property Name | The name of the text property to edit. This must be a property that exists on TextOwner. |
| string | Source String | The source string that the edited text property should use. |
| boolean | Emit Change Notify | 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. |
Outputs
| Type | Name | Description |
|---|---|---|
| exec | Out | |
| boolean | Return Value | True if edit was possible, or false if not. |