Evaluating a string as an argument

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By Cameron Kilgore
:warning: Old Version Published before Godot 3 was released.

What is the easiest way have GDScript evaluate a defined String as part of a component in another block of code?

To give a more clear explanation, I have a reference to a new definition I want to add to a Dictionary, and I know what the key is for the value (its set as a string). How can I use this to define the key, and then ultimately, the value? Do I need to use Eval somewhere?

Here’s the code I have:

var InstanceAction = ""
var Dictionary = {}

Dictionary.InstanceAction = "Custom String"
:bust_in_silhouette: Reply From: volzhs
Dictionary[InstanceAction] = "Custom String"