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UKismetSystemLibrary::ResetEditorProperty

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

Description

Resets the value of a named property on the given object so it matches the value from its archetype, undoing any per-instance override.

Caveats & Gotchas

  • Editor-only: unavailable in packaged/runtime builds.
  • Only meaningful for properties that actually differ from the archetype — use IsEditorPropertyOverridden first if you need to know whether this would do anything.
  • Like SetEditorProperty, this doesn't create its own undo transaction automatically.

Signature

static bool ResetEditorProperty(UObject* Object, const FName PropertyName, const EPropertyAccessChangeNotifyMode ChangeNotifyMode = EPropertyAccessChangeNotifyMode::Default)

Parameters

Name Type Description Default
Object UObject* The object to reset a property value on.
PropertyName FName The name of the property to reset.
ChangeNotifyMode EPropertyAccessChangeNotifyMode When to emit property change notifications. EPropertyAccessChangeNotifyMode::Default

Return Type

bool

Example

Reset an overridden property back to its archetype value C++
UKismetSystemLibrary::ResetEditorProperty(SelectedActor, TEXT("MaxHealth"), EPropertyAccessChangeNotifyMode::Default);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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