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FSoftObjectPath::ExportTextItem

function CoreUObject Since unknown
#include "UObject/SoftObjectPath.h"
Access: public Specifiers: const

Description

Serializes the soft object path to a human-readable string for use in property copy/paste, config files, and T3D export.

Caveats & Gotchas

  • This is called automatically by UE's property system; you rarely need to invoke it directly. Manually calling it bypasses the normal property change notifications that higher-level code may rely on.
  • The output format is the full long package path (e.g. `/Game/Folder/Asset.Asset`) — not a display name. Parsing the result back requires ImportTextItem, not a simple string comparison.

Signature

COREUOBJECT_API bool ExportTextItem(FString& ValueStr, FSoftObjectPath const& DefaultValue, UObject* Parent, int32 PortFlags, UObject* ExportRootScope) const

Parameters

Name Type Description Default
ValueStr FString& Output string that receives the exported text representation.
DefaultValue FSoftObjectPath const& The default value to compare against; if equal, no output may be written depending on PortFlags.
Parent UObject* The outer object context used for relative path resolution.
PortFlags int32 Combination of EPropertyPortFlags that controls export behaviour (e.g. PPF_ExportCpp).
ExportRootScope UObject* Root scope object for determining which objects can be referenced relatively.

Return Type

bool

Example

Export a path to string for debugging C++
FSoftObjectPath Path(TEXT("/Game/Assets/MyMesh.MyMesh"));
FString Exported;
Path.ExportTextItem(Exported, FSoftObjectPath(), nullptr, PPF_None, nullptr);
UE_LOG(LogTemp, Log, TEXT("Path as text: %s"), *Exported);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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