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