UKismetTextLibrary::FindTextInLocalizationTable
#include "Kismet/KismetTextLibrary.h"
Access: public
Specifiers: staticBlueprintPure
Description
Looks up a text entry directly by namespace and key in the localization tables and returns whether it was found. Exposed in the Blueprint node palette as 'Find Text in Live Table (Advanced)'.
Caveats & Gotchas
- • The SourceString parameter is marked AdvancedDisplay and is rarely needed — leaving it empty is correct for the vast majority of lookups.
- • Returns false and leaves OutText untouched if the namespace/key pair doesn't resolve to a gathered entry, so always check the return value before using OutText.
- • This bypasses the normal FText::Format / literal text authoring flow, so it's mainly useful for tools or systems that address localization entries dynamically by string key.
Signature
static bool FindTextInLocalizationTable(const FString& Namespace, const FString& Key, FText& OutText, const FString& SourceString = TEXT("")); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Namespace | const FString& | Localization namespace the entry was gathered under. | — |
| Key | const FString& | Localization key identifying the specific entry within the namespace. | — |
| OutText | FText& | Receives the resolved text if a matching entry is found. | — |
| SourceString | const FString& | Advanced fallback source string used when resolving the entry. | TEXT("") |
Return Type
bool Example
Look up a localized string by key C++
FText ResolvedText;
if (UKismetTextLibrary::FindTextInLocalizationTable(TEXT("UI"), TEXT("MainMenu.PlayButton"), ResolvedText))
{
PlayButtonLabel->SetText(ResolvedText);
}
else
{
PlayButtonLabel->SetText(FText::FromString(TEXT("Play")));
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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