RealDocs

UKismetSystemLibrary::SetEditorProperty

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

Description

Sets the value of a named property on the given object by name, for use in editor utility scripts and Blutilities.

Caveats & Gotchas

  • Editor-only: compiled inside WITH_EDITOR, so it is unavailable in packaged/runtime builds.
  • Setting ChangeNotifyMode incorrectly can skip PostEditChangeProperty notifications that other editor systems (e.g. construction scripts, detail panel refresh) depend on.
  • This does not automatically wrap the change in an undo transaction — call BeginTransaction and TransactObject first if the edit should be undoable.

Signature

static bool SetEditorProperty(UObject* Object, const FName PropertyName, const int32& PropertyValue, const EPropertyAccessChangeNotifyMode ChangeNotifyMode)

Parameters

Name Type Description Default
Object UObject* The object to set a property value on.
PropertyName FName The name of the property to set.
PropertyValue const int32& The value to set. The declared int32 type is a wildcard slot — the actual pin type follows PropertyName.
ChangeNotifyMode EPropertyAccessChangeNotifyMode When to emit property change notifications (e.g. PostEditChange callbacks).

Return Type

bool

Example

Set a property by name from an editor utility script C++
float NewMaxHealth = 200.f;
UKismetSystemLibrary::SetEditorProperty(SelectedActor, TEXT("MaxHealth"), NewMaxHealth, EPropertyAccessChangeNotifyMode::Default);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.