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UKismetTextLibrary::EditTextPropertySourceString

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

Description

Same as EditTextSourceString, but looks the property up by name on TextOwner instead of taking a direct reference to it.

Caveats & Gotchas

  • Same 'ADVANCED, editor/localization-gathering environments only' caveat from the header applies here as well.
  • Fails (returns false) if PropertyName doesn't resolve to an FTextProperty on TextOwner — a typo'd property name is a silent no-op, not an error.
  • Unlike the ref-based overload, this one isn't CustomThunk — it resolves the property via reflection at call time, which is slightly slower for repeated calls in a loop.

Signature

static bool EditTextPropertySourceString(UObject* TextOwner, const FName PropertyName, const FString& SourceString, const bool bEmitChangeNotify = true);

Parameters

Name Type Description Default
TextOwner UObject* The object that owns the text property to be edited.
PropertyName const FName The name of the text property to edit; must exist on TextOwner.
SourceString const FString& The new source string the edited text property should use.
bEmitChangeNotify const bool Whether to emit a pre/post edit change notify in the editor. true

Return Type

bool

Example

Edit a text property by name C++
bool bEdited = UKismetTextLibrary::EditTextPropertySourceString(this, FName("DisplayName"), TEXT("Updated Name"));

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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