Strings, Text & Names: Unreal Engine 5 Blueprint to C++
Blueprint string handling maps to a small set of core Unreal Engine 5 C++ types: FString for mutable runtime strings, FText for localized, user-facing text, and FName for cheap, immutable, hashed identifiers. Knowing which one a Blueprint node uses under the hood is the key to writing the correct C++.
This category covers the everyday operations developers reach for: appending and building strings, FString::Printf formatting, FText::Format for localization, converting numbers and bools to strings, parsing strings back into numbers, and comparing FName identifiers. Each page shows the exact C++ equivalent of the Blueprint node with accurate API calls.
6 nodes in this category.
Append / Build String
The Blueprint Append node concatenates strings. In Unreal Engine 5 C++ you use theFString operator+ to join strings and FString::Append() to add text to an existing string in place.View C++ equivalent →Format String (Printf)
The Blueprint Format String node maps toFString::Printf in Unreal Engine 5 C++, which builds a formatted FString using printf-style specifiers like %s and %d.View C++ equivalent →Format Text
The Blueprint Format Text node maps toFText::Format in Unreal Engine 5 C++, which substitutes numbered arguments like {0} into a localizable FText pattern.View C++ equivalent →Convert To String
The Blueprint To String node converts a value to text. In Unreal Engine 5 C++ you useFString::FromInt for integers, FString::SanitizeFloat for floats, and LexToString for bools and many other types.View C++ equivalent →Convert String To Number
To parse a string into a number in Unreal Engine 5 C++, useFCString::Atoi for integers and FCString::Atof for floats, dereferencing the FString to a TCHAR* first.View C++ equivalent →FName
FName is Unreal Engine 5's lightweight, immutable, case-insensitive identifier type. You create one from a TEXT() literal, compare it with ==, and convert it to text with ToString().View C++ equivalent →