RealDocs

UKismetSystemLibrary::SetBoolPropertyByName

function Engine Blueprint Since 4.0
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Sets a named bool property on Object to Value via reflection. Internal helper the Blueprint compiler generates for dynamic property-set nodes; not intended to be called directly.

Caveats & Gotchas

  • Marked BlueprintInternalUseOnly, so it never appears in the Blueprint node picker — the compiler emits a call to it automatically when a Blueprint node writes to this property type by name; you can't drag it onto a graph directly.
  • Works with regular bool members as well as bitfield bools declared with UPROPERTY(); FBoolProperty::SetPropertyValue_InContainer handles the bitmasking internally so you don't need to worry about the underlying storage.

Signature

static ENGINE_API void SetBoolPropertyByName(UObject* Object, FName PropertyName, bool Value)

Parameters

Name Type Description Default
Object UObject* Object instance whose property will be modified.
PropertyName FName Name of the target property, resolved via FindFProperty against Object's class.
Value bool Value to assign to the property.

Return Type

void

Example

Set a bool property by name from C++ C++
UKismetSystemLibrary::SetBoolPropertyByName(TargetActor, FName("bIsStunned"), true);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.