EBlueprintTextLiteralType

Namespace: UAssetAPI.Kismet.Bytecode

Kinds of text literals

public enum EBlueprintTextLiteralType

Inheritance Object → ValueType → Enum → EBlueprintTextLiteralType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
Empty0Text is an empty string. The bytecode contains no strings, and you should use FText::GetEmpty() to initialize the FText instance.
LocalizedText1Text is localized. The bytecode will contain three strings - source, key, and namespace - and should be loaded via FInternationalization
InvariantText2Text is culture invariant. The bytecode will contain one string, and you should use FText::AsCultureInvariant to initialize the FText instance.
LiteralString3Text is a literal FString. The bytecode will contain one string, and you should use FText::FromString to initialize the FText instance.
StringTableEntry4Text is from a string table. The bytecode will contain an object pointer (not used) and two strings - the table ID, and key - and should be found via FText::FromStringTable