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Strange blueprint struct names in C++ code (Blueprint and C++ structs differs)

I passed blueprint structure to my method. I need to get all defined names of properties in this struct, so I'm iterating with TFieldIterator by this structure, and as I see all property names has a little strange names, such as MyProp_16_C43D413D448CA1DC6F9EECA5ECE0DE4E. But I need get normal name (without number and hex code) and I can't split string by "" symbols, because I need to use also C++ USTRUCTS (not only Blueprint) and in both situations I need use "" symbol in special purposes.

Also I tried FindPropertyByName, but it's not a chance.

Are there any ways to get normal struct name?

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Product Version: UE 4.11
fname.png (38.2 kB)
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asked Jun 03 '16 at 09:23 AM in C++ Programming

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avatar image liuwei Sep 10 '17 at 10:46 AM

Hi,do you find any solution for this issue? I have also got this problem.

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I found the solution for this.

I used UField::GetDisplayNameText() and converts FText result to FString ( FText::ToString() ). But I don't know how this will behave in shipping build. This method returns an FText which used in localization system. Probably due to this it can be changed in some build types.

Be careful with this.

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answered Sep 11 '17 at 08:43 AM

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