UKismetSystemLibrary::SetObjectPropertyByName
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Sets a named UObject* 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.
- • Validates Value's type against the property's declared PropertyClass with IsA before writing — assigning an object of an incompatible class is silently ignored rather than producing a type-mismatch error.
Signature
static ENGINE_API void SetObjectPropertyByName(UObject* Object, FName PropertyName, UObject* 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 | UObject* | Object reference to assign; nullptr clears the property. | — |
Return Type
void Example
Set an object property by name from C++ C++
UKismetSystemLibrary::SetObjectPropertyByName(TargetActor, FName("CurrentTarget"), OtherActor); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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