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UKismetSystemLibrary::SetCollisionProfileNameProperty

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

Description

Sets a named FCollisionProfileName property on Object to Value. Implemented via a CustomThunk so the Blueprint VM can pass the matching struct parameter; the native function body itself is only a stub.

Caveats & Gotchas

  • The native function body is just check(0) — it exists only to satisfy reflection/NoExport requirements. All real work happens in the paired execSetCollisionProfileNameProperty custom thunk, so calling this function directly from C++ crashes.
  • Generic_SetStructurePropertyByName (the shared implementation) checks SourceStruct->IsChildOf(DestStruct), so it will happily copy a child struct into a base-struct property, which can slice data if the destination doesn't expect the derived type's extra fields.

Signature

static ENGINE_API void SetCollisionProfileNameProperty(UObject* Object, FName PropertyName, const FCollisionProfileName& 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 const FCollisionProfileName& Collision profile name value to assign to the property.

Return Type

void

Example

Triggered by a Blueprint Set node, not called directly Blueprint
A Blueprint node that sets a CollisionProfileName-typed member by name (e.g. a 'Set Members in Struct' node targeting a struct with a CollisionProfileName field) compiles down to a call through execSetCollisionProfileNameProperty. There is no direct Blueprint node exposed for this function, and calling SetCollisionProfileNameProperty from C++ hits check(0).

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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