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UKismetSystemLibrary::SetNamePropertyByName

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

Description

Sets a named const FName& 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.
  • Value uses AutoCreateRefTerm in the UFUNCTION metadata so Blueprint call sites can omit the pin, but from C++ you must still pass a valid FName by reference — there's no default in the C++ signature.

Signature

static ENGINE_API void SetNamePropertyByName(UObject* Object, FName PropertyName, const FName& 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 FName& Value to assign to the property.

Return Type

void

Example

Set a name property by name from C++ C++
UKismetSystemLibrary::SetNamePropertyByName(TargetActor, FName("SocketName"), FName("hand_r"));

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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