FText::FindTextInLiveTable_Advanced
#include "Internationalization/Text.h"
Access: public
Specifiers: static
Description
Looks up a localized FText entry directly from the live (runtime) localization table by namespace and key, bypassing the normal LOCTEXT macro caching.
Caveats & Gotchas
- • Returns false if the namespace/key combination is not present in the currently loaded localization data — always check the return value and handle missing text gracefully rather than assuming a match.
- • The _Advanced suffix signals that this is a low-level API. Prefer LOCTEXT() or NSLOCTEXT() macros in almost all gameplay and UI code; use this function only when you need runtime key/namespace lookups (e.g. data-driven localization pipelines).
Signature
static CORE_API bool FindTextInLiveTable_Advanced(const FTextKey& Namespace, const FTextKey& Key, FText& OutText, const FString* const SourceString = nullptr) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Namespace | const FTextKey& | The localization namespace to search within. | — |
| Key | const FTextKey& | The localization key to look up. | — |
| OutText | FText& | Receives the found FText if the lookup succeeds. | — |
| SourceString | const FString* const | Optional source string used to disambiguate when multiple entries share the same key. | nullptr |
Return Type
bool Example
Runtime lookup of a localized string by key C++
FText FoundText;
bool bFound = FText::FindTextInLiveTable_Advanced(
FTextKey(TEXT("MyNamespace")),
FTextKey(TEXT("MyKey")),
FoundText);
if (bFound)
{
UE_LOG(LogTemp, Log, TEXT("Found: %s"), *FoundText.ToString());
} See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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