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41 results for "string" in function

function
FString::Contains Core

Returns true if this string contains the specified substring.

function
FString::EndsWith Core

Returns true if this string ends with the specified suffix.

function
FString::Format Core

Builds a string by substituting {Name} or {0}/{1}/.

function
FString::Printf Core

Constructs a new FString using printf-style format specifiers.

function
FString::StartsWith Core

Returns true if this string begins with the specified prefix.

function
FString::ToLower Core

Returns a new FString with all characters converted to lowercase.

function
FString::ToUpper Core

Returns a new FString with all characters converted to uppercase.

function
UGameplayStatics::AnnounceAccessibleString Engine

Sends a string to the platform's screen reader or accessibility announcement system when accessibility is enabled.

function
FName::AppendString Core

Appends the full name string (including numeric suffix) to an existing FString or string builder without creating an intermediate FString allocation.

function
FSoftObjectPath::AppendString CoreUObject

Appends the full path string representation to an existing FString or string builder without allocating a new string.

function
UKismetMathLibrary::DateTimeFromIsoString Engine

Parses a date/time string in ISO-8601 format into an FDateTime.

function
UKismetMathLibrary::DateTimeFromString Engine

Parses a date/time string in UE's native format (the format produced by FDateTime::ToString()) into an FDateTime.

function
FName::GetPlainANSIString Core

Copies the name string without its numeric suffix into a fixed-size ANSI character buffer.

function
FName::GetPlainNameString Core

Returns the name string without its numeric suffix as a dynamically allocated FString.

function
FName::GetPlainWIDEString Core

Copies the name string without its numeric suffix into a fixed-size wide character buffer.

function
FText::PreloadStringTable Core

Requests that the given string table entry be loaded into memory before it is needed, avoiding a hitch when the text is first displayed.

function
UKismetMathLibrary::SelectString Engine

Returns A if bPickA is true, otherwise returns B.

function
FSoftObjectPath::SetSubPathString CoreUObject

Sets only the sub-object path portion of this FSoftObjectPath, leaving the top-level asset path (package and asset name) unchanged.

function
UKismetMathLibrary::TimespanFromString Engine

Parses an FTimespan from its canonical string representation.

function
FName::ToString Core

Converts the FName to a human-readable FString including the numeric suffix if present.

function
FSoftObjectPath::ToString CoreUObject

Returns the full path as an FString in the form `/Package/Path.

function
TArray::ToString Core

Converts the frozen memory image representation of this TArray to a human-readable string by delegating to the allocator's ToString.

function
FName::ToStringTruncate Core

Converts the FName to a TCHAR buffer without heap allocation, truncating the result if the buffer is too small.

function
FName::TryAppendAnsiString Core

Converts this FName to its string representation and appends it to an ANSI string builder.

function
UE_SOFTOBJECTPATH_FSTRING_DEPRECATED CoreUObject

A gating macro that controls whether FSoftObjectPath's wide-string-subpath overloads emit UE_DEPRECATED compiler warnings.

function
FMath::Eval Core

Evaluates a mathematical expression from a string at runtime.

function
FSoftObjectPath::ExportTextItem CoreUObject

Serializes the soft object path to a human-readable string for use in property copy/paste, config files, and T3D export.

function
FName::FindNumberedName Core

Looks up an already-registered numbered FName without creating a new entry.

function
AActor::GetActorLabelView Engine

Returns a non-owning view into the actor's editor label string without allocating.

function
AActor::GetCanBeDamagedPropertyName Engine

Returns the FName of the `bCanBeDamaged` UPROPERTY, allowing subsystems to reference the property by name without hard-coding the string.

function
AActor::GetDebugName Engine

Returns the actor's name as a string, or the literal string "NULL" if the pointer is null.

function
FText::GetFormatPatternParameters Core

Extracts the list of named argument placeholders (e.

function
AActor::GetHumanReadableName Engine

Returns a human-readable string name for this actor, suitable for display in debug output and logs.

function
APlayerState::GetHumanReadableName Engine

Returns the player's name as a human-readable string.

function
AActor::GetInstigatorPropertyName Engine

Returns the FName of the `Instigator` UPROPERTY, allowing reflection-based systems to reference the property without hard-coding the string.

function
UGameplayStatics::GetIntOption Engine

Looks up a key in a URL options string and returns its value parsed as a 32-bit integer.

function
UGameplayStatics::GetKeyValue Engine

Splits a single key=value pair string into its key and value components.

function
UObject::GetName CoreUObject

Returns the object's name without any path or package prefix as an FString, e.

function
UGameplayStatics::GetPlatformName Engine

Returns the string name of the current platform (e.

function
AActor::GetRolePropertyName Engine

Returns the FName of the `Role` UPROPERTY (the actor's local net role), allowing reflection-based systems to reference the property without hard-coded strings.

function
UGameplayStatics::HasOption Engine

Returns true if the specified key exists anywhere in a URL options string, regardless of its associated value.