# \#FText

**URL:** https://forums.unrealengine.com/tag/ftext/3342.md

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## [How to fade text in a direction?](https://forums.unrealengine.com/t/how-to-fade-text-in-a-direction/663298)

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**Author:** [@Ikara](https://forums.unrealengine.com/u/Ikara)\
**Replies:** 8\
**Last updated:** [December 31, 2024, 7:50am UTC](https://forums.unrealengine.com/t/how-to-fade-text-in-a-direction/663298 "2024-12-31T07:50:28Z")

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Hello, the question is simple, how can I make my text dissappear gradualy? I mean, like if I were sweeping a curtain and the text starts fading with the curtain movement. I know how to make text fade with the timeline,…

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## [Concatenate Text in debug](https://forums.unrealengine.com/t/concatenate-text-in-debug/475507)

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**Author:** [@AgentArachnid66](https://forums.unrealengine.com/u/AgentArachnid66)\
**Replies:** 1\
**Last updated:** [December 7, 2020, 9:24am UTC](https://forums.unrealengine.com/t/concatenate-text-in-debug/475507 "2020-12-07T09:24:10Z")

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I’m trying to test my constructor with a debug message. The layer variable is a the variable I’m using in the for loop, so is of type int. My code: UE\_LOG(LogTemp, Warning, FText::Format(TEXT("Made Layer: "), FText::A…

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## [Want default font for FText](https://forums.unrealengine.com/t/want-default-font-for-ftext/423493)

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**Author:** [@anonymous\_user\_3db272cd](https://forums.unrealengine.com/u/anonymous_user_3db272cd)\
**Replies:** 0\
**Last updated:** [April 24, 2018, 8:29pm UTC](https://forums.unrealengine.com/t/want-default-font-for-ftext/423493 "2018-04-24T20:29:47Z")

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In the docs FString in Unreal Engine | Unreal Engine 5.1 Documentation the example for rendering an FText uses “FCanvasTextItem TextItem( FVector2D::ZeroVector, TestHUDText, BigFont, FLinearColor::Black);” which uses Big…

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## [FText::FromStringTable doesn't seem to work on ios](https://forums.unrealengine.com/t/ftext-fromstringtable-doesnt-seem-to-work-on-ios/405522)

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**Author:** [@AlekseyIlin](https://forums.unrealengine.com/u/AlekseyIlin)\
**Replies:** 2\
**Last updated:** [September 27, 2017, 3:00pm UTC](https://forums.unrealengine.com/t/ftext-fromstringtable-doesnt-seem-to-work-on-ios/405522 "2017-09-27T15:00:56Z")

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FText::FromStringTable works in PIE, Windows builds, but doesn’t work on ios builds, it returns MISSING STRING TABLE instead. This is how I use FText::FromStringTable: Put string table Months in the root of the Content…

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## [Setting Text Parameter Default Value In Blueprint Library](https://forums.unrealengine.com/t/setting-text-parameter-default-value-in-blueprint-library/387881)

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**Author:** [@nullbus](https://forums.unrealengine.com/u/nullbus)\
**Replies:** 6\
**Last updated:** [March 16, 2017, 1:07am UTC](https://forums.unrealengine.com/t/setting-text-parameter-default-value-in-blueprint-library/387881 "2017-03-16T01:07:37Z")

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Hello, I made a blueprint library function with some default values for FText parameters. But it seems not working when used in other blueprints. I notices that FText default value works in general blueprint function, no…

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## [How do you fix packaging warning about FText initialized from FString at cook time?](https://forums.unrealengine.com/t/how-do-you-fix-packaging-warning-about-ftext-initialized-from-fstring-at-cook-time/385622)

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**Author:** [@F3NR1S](https://forums.unrealengine.com/u/F3NR1S)\
**Replies:** 6\
**Last updated:** [March 3, 2017, 4:02am UTC](https://forums.unrealengine.com/t/how-do-you-fix-packaging-warning-about-ftext-initialized-from-fstring-at-cook-time/385622 "2017-03-03T04:02:59Z")

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Hello, I am cleaning up packaging, deployment, and other build warnings. I am not having success in solving the following warning during packaging for Android target: UATHelper: Packaging (Android (All)): UE4Editor-Cmd…

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## [Strange behavior in trying to make custom events](https://forums.unrealengine.com/t/strange-behavior-in-trying-to-make-custom-events/382426)

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**Author:** [@Punitiate](https://forums.unrealengine.com/u/Punitiate)\
**Replies:** 3\
**Last updated:** [January 21, 2017, 2:02am UTC](https://forums.unrealengine.com/t/strange-behavior-in-trying-to-make-custom-events/382426 "2017-01-21T02:02:35Z")

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I’ve been trying to create a Blueprint Event in C++ to use in my Blueprint Game Mode but am seeing some weird behaviour. The following code is inside my custom AGameMode class: UFUNCTION( BlueprintImplementableEvent, Ca…

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## [How to convert FText to FString?](https://forums.unrealengine.com/t/how-to-convert-ftext-to-fstring/380765)

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**Author:** [@anonymous\_user\_aab22278](https://forums.unrealengine.com/u/anonymous_user_aab22278)\
**Replies:** 1\
**Last updated:** [January 3, 2017, 8:54am UTC](https://forums.unrealengine.com/t/how-to-convert-ftext-to-fstring/380765 "2017-01-03T08:54:42Z")

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This is often used while programming.

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## [FText in Exported DataTable (CSV) have ID](https://forums.unrealengine.com/t/ftext-in-exported-datatable-csv-have-id/366976)

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**Author:** [@intoxicat3](https://forums.unrealengine.com/u/intoxicat3)\
**Replies:** 3\
**Last updated:** [August 15, 2016, 9:31pm UTC](https://forums.unrealengine.com/t/ftext-in-exported-datatable-csv-have-id/366976 "2016-08-15T21:31:39Z")

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When you have FText in DataTable (for example item description which should be localized) after exporting it to CSV (to change weapon properties - it’s easier in Excel) all of the FText have ID with it which is really an…

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## [Reference FText in DataTable](https://forums.unrealengine.com/t/reference-ftext-in-datatable/358698)

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**Author:** [@smartyMARTY](https://forums.unrealengine.com/u/smartyMARTY)\
**Replies:** 1\
**Last updated:** [June 13, 2016, 5:44pm UTC](https://forums.unrealengine.com/t/reference-ftext-in-datatable/358698 "2016-06-13T17:44:55Z")

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Hello, I see plenty of examples of referencing Actors and the such in a DataTable; however, I cannot find anything for referencing an FText object. I know that FText is special in that it has a namespace, id, text, and l…

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## [Problem with inputing Text from UMG Widget to C++](https://forums.unrealengine.com/t/problem-with-inputing-text-from-umg-widget-to-c/353851)

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**Author:** [@anonymous\_user\_ac4731691](https://forums.unrealengine.com/u/anonymous_user_ac4731691)\
**Replies:** 1\
**Last updated:** [April 12, 2016, 8:59am UTC](https://forums.unrealengine.com/t/problem-with-inputing-text-from-umg-widget-to-c/353851 "2016-04-12T08:59:17Z")

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Hi, I must be missing something here. I’ve created a test blueprint function to get a login system figured out and it doesn’t seem to be calling my username/password inputs right. It just goes false every time, even if I…

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## [Find all arguments in FText](https://forums.unrealengine.com/t/find-all-arguments-in-ftext/348652)

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**Author:** [@MatzeOGH](https://forums.unrealengine.com/u/MatzeOGH)\
**Replies:** 3\
**Last updated:** [February 25, 2016, 5:57pm UTC](https://forums.unrealengine.com/t/find-all-arguments-in-ftext/348652 "2016-02-25T17:57:05Z")

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Is there a way of getting all arguments from a FText property?

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## [FText property not updated from blueprints](https://forums.unrealengine.com/t/ftext-property-not-updated-from-blueprints/344873)

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**Author:** [@pci](https://forums.unrealengine.com/u/pci)\
**Replies:** 1\
**Last updated:** [January 26, 2016, 2:24pm UTC](https://forums.unrealengine.com/t/ftext-property-not-updated-from-blueprints/344873 "2016-01-26T14:24:35Z")

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if you create a custom Actor class in C++ UPROPERTY( EditAnywhere, BlueprintReadOnly, Category=Test ) FText TextValue; UPROPERTY( EditAnywhere, BlueprintReadOnly, Category=Test ) FName NameValue; then in Editor crea…

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## [Bug with SScaleBox with STextBlock using AutoWrapText](https://forums.unrealengine.com/t/bug-with-sscalebox-with-stextblock-using-autowraptext/333474)

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**Author:** [@labidus](https://forums.unrealengine.com/u/labidus)\
**Replies:** 2\
**Last updated:** [September 28, 2015, 5:04pm UTC](https://forums.unrealengine.com/t/bug-with-sscalebox-with-stextblock-using-autowraptext/333474 "2015-09-28T17:04:12Z")

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a Problem occur in the SScaleBox if you have in it a STextBlock using the AutoWrapText. At first it seam to work but as soon you have text that go outside of the visible view and some text that are longer the the view it…

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## [Why do I need a namespace and key for FText?](https://forums.unrealengine.com/t/why-do-i-need-a-namespace-and-key-for-ftext/297460)

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**Author:** [@Kochab](https://forums.unrealengine.com/u/Kochab)\
**Replies:** 1\
**Last updated:** [November 14, 2014, 8:51am UTC](https://forums.unrealengine.com/t/why-do-i-need-a-namespace-and-key-for-ftext/297460 "2014-11-14T08:51:07Z")

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What role do they play? Why are they important? I’ve read the docs, but I’m unaware of why we need them or even how to make proper use of them. As of now I’m just using an arbitrary key like “1” and the same namespace…

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## [FString/FText doesn't compare correctly?](https://forums.unrealengine.com/t/fstring-ftext-doesnt-compare-correctly/287423)

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**Author:** [@MJBrune](https://forums.unrealengine.com/u/MJBrune)\
**Replies:** 2\
**Last updated:** [July 4, 2014, 8:19pm UTC](https://forums.unrealengine.com/t/fstring-ftext-doesnt-compare-correctly/287423 "2014-07-04T20:19:51Z")

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FText test = FText().FromString(“ls”); if (test.ToString().ToLower().Compare(FText().FromString(“ls”).ToString())) { OwnerHUD-\>PlayerOwner-\>ClientMessage(“true”); } else { OwnerHUD-\>PlayerOwner-\>ClientMessage(“fal…
