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How can I programatically create an FName?

My object is going to have an array of subobjects that I would like to expose to the Editor, but I would like control over their identifiers.

 for (uint8 i = 0; i < 4; i++){
     UPROPERTY(EditAnywhere)
     SubObject[i] = CreateDefaultSubobject<USubObject>((TEXT("SubObjectX"));
 }

where, each iteration of the loop, the X gets replaced with whatever the value of 'i' is for that iteration.

So, in the editor, I would have SubObject0, SubObject1, SubObject2, and SubObject3.

How can I accomplish this?

Product Version: UE 4.9
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asked Sep 30 '15 at 11:00 PM in C++ Programming

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AlexYopp
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1 answer: sort voted first

This should do the trick

 *(FString::Printf(TEXT("ObjectName_%ul"), Index))
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answered Oct 01 '15 at 06:15 AM

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lion032
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avatar image AlexYopp Oct 06 '15 at 10:35 PM

That worked. Thanks!

avatar image lion032 Oct 07 '15 at 06:51 PM

you are welcome!

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