if (Name)
{
char* t1 = “text1”;
FText t2 = FText::FromString(ANSI_TO_TCHAR(t1));
Name->SetText(t2);
}
really not sure why you are doing that for?
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
class UTextBlock* NameTextBlock;
BindWidget is your friend here. Your textblock in UMG MUST be named “NameTextBlock”.
if (NameTextBlock)
{
NameTextBlock->SetText(FText::FromString("Test Text"));
}
like i said, not sure why you was doing char* t1 and then converting back then calling SetText. Seems a bit long winded.