# Adding ToString to a custom Enum?

**URL:** <https://forums.unrealengine.com/t/adding-tostring-to-a-custom-enum/282204>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [May 1, 2014, 2:18pm UTC](https://forums.unrealengine.com/t/adding-tostring-to-a-custom-enum/282204 "2014-05-01T14:18:16Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [May 1, 2014, 3:40pm UTC](https://forums.unrealengine.com/t/adding-tostring-to-a-custom-enum/282204/2 "2014-05-01T15:40:23Z")

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#Alternative / Skip a Step

If you are willing to try an alternative you can make a BlueprintFunctionLibrary for yourself that will do the same as your function does.

Keep in mind blueprint function libraries can be used anywhere! Even in anim blueprints! anywhere!

so it is not that much of an issue 🙂

You’re just declaring the enum strings in a different but absolutely **blueprint global** context

* * *

I think of this as skipping a step because you’d need to write up some sort of BP interface for your proposed Enum function anyways. But now it is instantly BP global and you dont have to write it twice

* * *

You can also use the static blueprint functions **in any .cpp file** like any other static library functions

#Wiki

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

🙂

Rama

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