How to get the length of an FText?

Simple question, yet I don’t know, I didn’t find any “GetLength” or “GetSize” or whatever in FText, FName nor FString.

FName::ToString(TCHAR * Out, uint32 OutSize) could be a way, with this OutSize parameter, but casting FText to Fname, declaring a uint32 and calling this ToString looks like too much work for such an easy task right ?

void ULobbyMenu::CheckSessionName(const FText& NewName, ETextCommit::Type CommitType)
{
	if (NewName.IsEmptyOrWhitespace() || NewName.*SIZE* < 3 || NewName.*SIZE* > 15)
		NameFeedback->SetText(FText::FromString("Session name should be between 3 and 15 characters"));
    ...
}

I don’t know about FText or FName, but there is the Len function that returns the lenght of a FString (https://docs.unrealengine.com/en-US/API/Runtime/Engine/Kismet/UKismetStringLibrary/index.html):

For example:

//#include "Kismet/KismetStringLibrary.h" 
#include "Containers/UnrealString.h" 

FString str1= "string 1";
uint32 len_1= str1.Len();

FText str2= FText::FromString("string 123");
uint32 len_2= str2.ToString().Len();

Yes ! Exactly what I wanted, thank you very much !

Btw, I’d like to have a better understanding/knowledge or Unreal’s Libraries like this one, and Kismet in general. Any Lesson to recommand please ?

To be honest I’m unable to answer. You learn with time and research.

For example in this case, despite never having used this function, I knew the engine should have some function that returns the lenght of a string. So I just did a simple browser search: “ue4 c++ lenght”, “ue4 c++ size”, “ue4 c++ len” … and got several results for this last one.
In fact, the one in KismetStringLibrary is actually a pure blueprint function, that uses the one in https://docs.unrealengine.com/en-US/API/Runtime/Core/Containers/FString/Len/index.html from UnrealString.h.

So to be more correct, one should use

#include "Containers/UnrealString.h" 

instead of:

#include "Kismet/KismetStringLibrary.h"