By default, `FName`s do not preserve case in built versions of your game. So the following is true:
```cpp
FName("hello") == FName("HELLO") // true in editor, false in built game
```
Changing this behaviour requires you to build your own version of the engine. To change the behaviour you can adding the following to your project's `Target.cs` file:
```cs
PublicDefines.Add("WITH_CASE_PRESERVING_NAME=1");
```
#UnrealEngine






