AActor::GetHiddenPropertyName
#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());
} See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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