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Unreal Engine C++ API Reference > Editor > EditorWidgets > IEditableTextProperty > StaticStableTextId
References
Module | EditorWidgets |
Header | /Engine/Source/Editor/EditorWidgets/Public/STextPropertyEditableTextBox.h |
Include | #include "STextPropertyEditableTextBox.h" |
Source | /Engine/Source/Editor/EditorWidgets/Private/STextPropertyEditableTextBox.cpp |
static void StaticStableTextId ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, const [ETextPropertyEditAction](API\Editor\EditorWidgets\IEditableTextProperty\ETextPropertyEditAction) InEditAction, const [FString](API\Runtime\Core\Containers\FString) & InTextSource, const [FString](API\Runtime\Core\Containers\FString) & InProposedNamespace, const [FString](API\Runtime\Core\Containers\FString) & InProposedKey, [FString](API\Runtime\Core\Containers\FString) & OutStableNamespace, [FString](API\Runtime\Core\Containers\FString) & OutStableKey )
Remarks
Get the localization ID we should use for the given object, and the given text instance