Announcement

Collapse
No announcement yet.

Change Actor display name/label from Blueprint

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Change Actor display name/label from Blueprint

    Hi guys,
    I thought this would be pretty straightforward but so far, the only way that I found to do that is in c++.

    I need to change the Actor's label (the name you see in the World Outliner) when I change something in the Blueprint.

    Is there any way to do that with Blueprints?

    Thanks!
    Stephane Roncada
    Lead Technical Artist | Environment Artist
    Rainbow Studios

    #2
    Is this for some in-editor only functionality? Because you shouldn't use the actor name at runtime since it's not reliable.

    This kind of functionality is most likely only possible in C++ since it's a pretty uncommon case, but there is a cheap plugin that might do what you're looking for via Blueprint:

    https://www.unrealengine.com/marketp...-renaming-tool

    Comment


      #3
      Originally posted by JParent View Post
      Is this for some in-editor only functionality? Because you shouldn't use the actor name at runtime since it's not reliable.

      This kind of functionality is most likely only possible in C++ since it's a pretty uncommon case, but there is a cheap plugin that might do what you're looking for via Blueprint:

      https://www.unrealengine.com/marketp...-renaming-tool
      Yes, it is just for in-editor only, for organization purposes. For example, I would like to rename each Actor to a specific name, and move them to a specific folder within the World Outliner, dynamically through blueprints.

      I'll look into the plugin you linked to, thanks for your help!
      Stephane Roncada
      Lead Technical Artist | Environment Artist
      Rainbow Studios

      Comment


        #4
        In case anyone ever sees this. You're looking for "SetActorLabel()" to change the name in the World Outliner panel.
        Code:
          //Remane obj + in editor
        FString displayName = "ObjectName" + FString::FromInt(MyIndex);
        MyActor->Rename(*displayName);
        MyActor->SetActorLabel(*displayName);

        Comment


          #5
          Thx! I was looking for that for a long time!

          Comment

          Working...
          X