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FText::FindTextInLiveTable_Advanced

function Core Since unknown
#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());
}

Tags

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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