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FSoftObjectPath::ImportTextItem

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

Description

Parses a text string (the complement of ExportTextItem) back into a soft object path, advancing the buffer pointer past the consumed token.

Caveats & Gotchas

  • Returns false and leaves the path unchanged if the input string is malformed — always check the return value and inspect ErrorText when parsing user-supplied or config-file strings.
  • Passing a non-null InSerializingArchive triggers immediate PostLoadPath fixup (e.g. core redirects) during parsing, which can alter the result compared to a fixup-free parse.

Signature

COREUOBJECT_API bool ImportTextItem(const TCHAR*& Buffer, int32 PortFlags, UObject* Parent, FOutputDevice* ErrorText, FArchive* InSerializingArchive = nullptr)

Parameters

Name Type Description Default
Buffer const TCHAR*& Input text buffer; the pointer is advanced past the consumed token on success.
PortFlags int32 Combination of EPropertyPortFlags that controls parsing behaviour.
Parent UObject* The outer object used for resolving relative paths.
ErrorText FOutputDevice* Output device that receives parse error messages.
InSerializingArchive FArchive* Optional archive context used to perform fixup during deserialization. nullptr

Return Type

bool

Example

Parse a soft path from a config string C++
const FString RawPath = TEXT("/Game/Assets/MyTexture.MyTexture");
const TCHAR* Buffer = *RawPath;
FSoftObjectPath Path;
FOutputDeviceNull ErrorDev;
bool bOk = Path.ImportTextItem(Buffer, PPF_None, nullptr, &ErrorDev);
if (bOk)
{
    UE_LOG(LogTemp, Log, TEXT("Parsed: %s"), *Path.ToString());
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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