RealDocs

AActor::GetHiddenPropertyName

function Engine Since unknown
#include "GameFramework/Actor.h"
Access: public Specifiers: static

Description

Returns the FName of the bHidden property. Exists to allow replication and reflection systems to reference the property by name without requiring direct struct member access.

Caveats & Gotchas

  • This is a transitional accessor introduced to allow bHidden to become private in a future engine release — its primary callers are the replication system and property replication setup code, not gameplay code.
  • The returned FName is always 'bHidden'; if you need to check or dirty this property in a custom replication path, you can use this to avoid a hardcoded string literal.
  • Do not use this as a visibility query — call IsHidden() or check bHidden directly (while it remains accessible) for that purpose.

Signature

static const FName GetHiddenPropertyName()

Return Type

const FName

Example

Use the property name in a custom replication setup C++
void AMyActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);
    // The engine registers bHidden internally; shown here for illustration
    // DOREPLIFETIME_WITH_PARAMS uses the property name under the hood
    UE_LOG(LogTemp, VeryVerbose, TEXT("Hidden prop name: %s"), *GetHiddenPropertyName().ToString());
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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