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UKismetTextLibrary::EditTextSourceString

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

Description

Edits the source string of a text property in place, akin to editing that property in a details panel, while attempting to preserve its localization ID.

Caveats & Gotchas

  • The header explicitly marks this an ADVANCED function that is ONLY safe in environments where the modified text property will be gathered for localization (editor tooling, or a game mode that collects text properties) — using it elsewhere can silently orphan the localization ID.
  • Set bEmitChangeNotify to false when editing text from within a construction script, per the header's own guidance, or you risk re-entrant edit-change callbacks.
  • Implemented via CustomThunk/DECLARE_FUNCTION so it can accept a generic ref-parameter FText property; calling it outside Blueprint requires going through the native execEditTextSourceString thunk rather than a plain function call.

Signature

static bool EditTextSourceString(UObject* TextOwner, UPARAM(ref) FText& Text, const FString& SourceString, const bool bEmitChangeNotify = true);

Parameters

Name Type Description Default
TextOwner UObject* The object that owns the given Text property to be edited.
Text UPARAM(ref) FText& The text property to edit; must be a property that exists 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

Rewrite a text property's source string C++
bool bEdited = UKismetTextLibrary::EditTextSourceString(this, MyTextProperty, TEXT("New source string"));

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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