UKismetTextLibrary::EditTextSourceString
#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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