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FText::PreloadStringTable

function Core Since unknown
#include "Internationalization/Text.h"
Access: public Specifiers: static

Description

Requests that the given string table entry be loaded into memory before it is needed, avoiding a hitch when the text is first displayed.

Caveats & Gotchas

  • This is a hint — the engine may defer or ignore it during certain load states (e.g. before the asset manager is ready). It does not guarantee synchronous availability; use it to prime the cache ahead of time, not as a blocking load.
  • String table assets referenced this way still need to be in the cook for the build. PreloadStringTable does not add dependencies to the asset registry — ensure the table is referenced by a primary asset or explicitly included in the cook rules.

Signature

static CORE_API void PreloadStringTable( FName InTableId, const FTextKey& InKey )

Parameters

Name Type Description Default
InTableId FName The FName identifier of the string table asset to preload.
InKey const FTextKey& The specific key within the table to ensure is resident.

Return Type

void

Example

Preload a string table entry before a UI screen opens C++
// Called when the player opens the inventory menu
void UInventoryScreen::NativePreConstruct()
{
    Super::NativePreConstruct();
    FText::PreloadStringTable(
        FName(TEXT("/Game/UI/ST_Inventory")),
        FTextKey(TEXT("ItemNameHeader")));
}

Tags

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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