RealDocs

UKismetSystemLibrary::SetBytePropertyByName

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

Description

Sets a named uint8 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.
  • Handles two distinct property kinds: a plain FByteProperty, or a byte-backed FEnumProperty (UENUM) — in the enum case Value is written through the enum's underlying numeric property, so it must be a valid enumerator value.
  • If PropertyName resolves to neither a byte property nor an enum property, the call silently does nothing.

Signature

static ENGINE_API void SetBytePropertyByName(UObject* Object, FName PropertyName, uint8 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 uint8 Value to assign to the property, or the numeric value of an enum entry.

Return Type

void

Example

Set a byte property by name from C++ C++
UKismetSystemLibrary::SetBytePropertyByName(TargetActor, FName("TeamID"), 2);

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.