UGameplayStatics::GetObjectClass
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns the UClass of the passed-in object. The result is always valid as long as Object is not null, making it safe to use without a null check on the return value.
Caveats & Gotchas
- • Will crash if Object is null — despite the guarantee that the return is always valid when Object is non-null, there is no internal null guard on the input. Always check Object before calling.
- • Returns the exact runtime class, not any Blueprint-generated subclass parent. If you need to check whether an object is of a specific type, prefer Cast<> or ObjectIsA rather than comparing UClass pointers directly.
Signature
static ENGINE_API class UClass *GetObjectClass(const UObject *Object); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Object | const UObject* | The object whose class to retrieve. Must not be null. | — |
Return Type
UClass* Example
Log the runtime class of an actor C++
if (SomeActor)
{
UClass* ActorClass = UGameplayStatics::GetObjectClass(SomeActor);
UE_LOG(LogGame, Log, TEXT("Actor class: %s"), *ActorClass->GetName());
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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