EBlueprintTextLiteralType
Namespace: UAssetAPI.Kismet.Bytecode
Kinds of text literals
public enum EBlueprintTextLiteralType
Inheritance Object → ValueType → Enum → EBlueprintTextLiteralType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
Empty | 0 | Text is an empty string. The bytecode contains no strings, and you should use FText::GetEmpty() to initialize the FText instance. |
LocalizedText | 1 | Text is localized. The bytecode will contain three strings - source, key, and namespace - and should be loaded via FInternationalization |
InvariantText | 2 | Text is culture invariant. The bytecode will contain one string, and you should use FText::AsCultureInvariant to initialize the FText instance. |
LiteralString | 3 | Text is a literal FString. The bytecode will contain one string, and you should use FText::FromString to initialize the FText instance. |
StringTableEntry | 4 | Text 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 |