Change the "OK" button name in dialog-boxes? My question is really simple, by default the button of blender dialog boxes is the &quot;OK&quot; string
what if I want to display something else? like &quot;Execute&quot; or &quot;Play&quot;? Something a bit more explanatory than &quot;OK&quot;...
Related : How to call a confirmation dialog box?

example of dialog box (nothing out of the usual)
import bpy

class SimplePropConfirmOperator(bpy.types.Operator):
    &quot;&quot;&quot;Really?&quot;&quot;&quot;
    bl_idname = &quot;my_category.custom_confirm_dialog&quot;
    bl_label = &quot;Do you really want to do that?&quot;
    bl_options = {'REGISTER', 'INTERNAL'}

    prop1: bpy.props.BoolProperty()
    prop2: bpy.props.BoolProperty()

    @classmethod
    def poll(cls, context):
        return True

    def execute(self, context):
        self.report({'INFO'}, &quot;YES!&quot;)
        return {'FINISHED'}

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)

    def draw(self, context):
        row = self.layout
        row.prop(self, &quot;prop1&quot;, text=&quot;Property A&quot;)
        row.prop(self, &quot;prop2&quot;, text=&quot;Property B&quot;)


class OBJECT_PT_CustomPanel(bpy.types.Panel):
    bl_label = &quot;My Panel&quot;
    bl_idname = &quot;OBJECT_PT_custom_panel&quot;
    bl_space_type = &quot;VIEW_3D&quot;   
    bl_region_type = &quot;UI&quot;
    bl_category = &quot;Tools&quot;
    bl_context = &quot;objectmode&quot;

    def draw(self, context):
        layout = self.layout
        layout.operator(SimplePropConfirmOperator.bl_idname)

def register():
    bpy.utils.register_class(OBJECT_PT_CustomPanel)
    bpy.utils.register_class(SimplePropConfirmOperator)

def unregister():
    bpy.utils.unregister_class(SimplePropConfirmOperator)
    bpy.utils.unregister_class(OBJECT_PT_CustomPanel)

if __name__ == &quot;__main__&quot;:
    register()
Unfortunately this isn't something you have any control over. The window_manager.invoke_props_dialog function is defined in C here, and ultimately uses the wm_block_dialog_create function, which contains this:
uiBut *but = uiDefBut(
        col_block, UI_BTYPE_BUT, 0, IFACE_(&quot;OK&quot;), 0, -30, 0, UI_UNIT_Y, NULL, 0, 0, 0, 0, &quot;&quot;);

As you can see from IFACE_(&quot;OK&quot;), the text &quot;OK&quot; for the confirm button is hard-coded in the C source, so there's no way to override it short of rebuilding Blender from source.