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UKismetSystemLibrary::GetEditorProperty

function Engine Blueprint Since unknown
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticBlueprintCallableCustomThunkWITH_EDITOR

Description

Retrieves the value of a named property from the given object by name, for use in editor utility scripts and Blutilities.

Caveats & Gotchas

  • Editor-only: this function does not exist in packaged/runtime builds (compiled inside WITH_EDITOR). Do not rely on it for runtime gameplay logic.
  • Uses CustomThunk with a wildcard property pin, so the Blueprint node's PropertyValue pin type is determined dynamically — the int32& in the C++ signature is just the wildcard placeholder.
  • Fails silently (returns false) if PropertyName doesn't exist on Object rather than throwing an error, so always check the return value.

Signature

static bool GetEditorProperty(UObject* Object, const FName PropertyName, int32& PropertyValue)

Parameters

Name Type Description Default
Object UObject* The object to retrieve a property value from.
PropertyName FName The name of the property to retrieve.
PropertyValue int32& The retrieved property value, if found. The declared int32 type is a wildcard slot — the actual pin type follows PropertyName.

Return Type

bool

Example

Read an arbitrary property by name in an editor utility script C++
float Value = 0.f;
if (UKismetSystemLibrary::GetEditorProperty(SelectedActor, TEXT("MaxHealth"), Value))
{
    UE_LOG(LogTemp, Log, TEXT("MaxHealth = %f"), Value);
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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