UKismetSystemLibrary::GetObjectName
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns the actual internal object name (e.g. "BP_Enemy_C_3"), the same value returned by UObject::GetName().
Caveats & Gotchas
- • Implemented via GetNameSafe, so it returns "None" for a null Object instead of crashing — safe to call without a prior validity check.
- • This is the raw engine object name, not a human-friendly label — for Actors, this differs from the editor Actor label; use GetDisplayName instead if you want what's shown in the World Outliner.
Signature
static FString GetObjectName(const UObject* Object) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Object | const UObject* | The object to get the name of. | — |
Return Type
FString Example
Log an object's internal name C++
FString ObjName = UKismetSystemLibrary::GetObjectName(HitActor);
UE_LOG(LogTemp, Log, TEXT("Hit: %s"), *ObjName); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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