EBlueprintTextLiteralType

Namespace: UAssetAPI.Kismet.Bytecode

Kinds of text literals

public enum EBlueprintTextLiteralType

Inheritance ObjectValueTypeEnumEBlueprintTextLiteralType
Implements IComparable, 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