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UKismetSystemLibrary::GetDisplayName

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

Description

Returns a human-readable name for the object, for use as a debugging aid — the actor's editor label for Actors, a readable name for components, or the object name otherwise.

Caveats & Gotchas

  • Behaviour differs between editor and non-editor builds: in editor builds this returns the Actor's editor label (which the level designer can freely rename and is not unique), while in non-editor (packaged) builds it falls back to the actual object name — do not use this to identify an actor, since the value it returns changes between build configurations.
  • Not localized and explicitly not intended for display to end users of a shipped game — it exists purely as a debug aid (per the header comment).

Signature

static FString GetDisplayName(const UObject* Object)

Parameters

Name Type Description Default
Object const UObject* The object to get a display-friendly name for.

Return Type

FString

Example

Print a friendly name in a debug HUD C++
FString Label = UKismetSystemLibrary::GetDisplayName(TargetActor);
GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Yellow, Label);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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