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UKismetStringLibrary::Conv_StringToName

function Engine Blueprint Since unknown
#include "Kismet/KismetStringLibrary.h"
Access: public Specifiers: staticBlueprintPureBlueprintAutocast

Description

Converts a string to an FName. Use this when you need to pass string data into an API or comparison that expects a name, such as tag matching or asset lookups.

Caveats & Gotchas

  • Every distinct string passed in creates a new entry in the global name table if one doesn't already exist, and FNames are never garbage collected — repeatedly converting unbounded or user-generated strings (e.g. player chat text) will leak memory over a long-running session.
  • FName construction and comparison ignore case, so "Enemy" and "ENEMY" produce FNames that compare equal even though they came from differently-cased strings.

Signature

static FName Conv_StringToName(const FString& InString)

Parameters

Name Type Description Default
InString const FString& The string to convert to a name.

Return Type

FName

Example

Convert a config string to a gameplay tag name C++
FString ConfigValue = TEXT("Enemy");
FName TagName = UKismetStringLibrary::Conv_StringToName(ConfigValue);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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