Changing text dynamically through Blueprints

Β 
Here’s three different ways you can use blueprints to dynamically change the text being displayed, all by setting the ExpressiveText field present on both ExpressiveTextActor and ExpressiveTextWidget.
Β 
πŸ†™
The methods shown in this article are likely to suffer improvements in the near future, as one of our main goals is to streamline the handling of text using blueprints.

Picking a text variable

To drive a Text variable you will need to populate the Inlined Expressive Text parameter on ExpressiveTextSelector β€” more specifically, you can make an ExpressiveTextSelector and ExpressiveTextFields, connecting them together and your text variable into the respective text field on ExpressiveTextFields.
Driving text on a widget from a text variable
Driving text on a widget from a text variable
Setting the variable value
Setting the variable value
How it looks in-game
🌟
You can still write using
πŸ–οΈ
Expressive Text Syntax
in your text variables to dynamically add tags.

Randomly picking from a list of Text Assets

You can also dynamically select a ExpressiveText asset to render β€” the following example shows how we can randomly pick from a list of assets every couple of seconds.
Β 
Selecting a different expressive text asset every 2 seconds
Selecting a different expressive text asset every 2 seconds
How it looks in-game

Creating a digital clock

This more advanced example shows how you can use the format text node to compose a more complex string. We're appending the current minutes and seconds together on every tick, and updating the text renderer.
Code required for a minutes and seconds digital clock
Code required for a minutes and seconds digital clock
How it looks in-game