UKismetSystemLibrary::SetSoftClassPropertyByName
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Sets a named const TSoftClassPtr<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.
- • Like SetSoftObjectPropertyByName, this does not null-check the FindFProperty result before dereferencing it — an unresolved PropertyName crashes instead of failing gracefully.
Signature
static ENGINE_API void SetSoftClassPropertyByName(UObject* Object, FName PropertyName, const TSoftClassPtr<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 | const TSoftClassPtr<UObject>& | Soft class reference to assign. | — |
Return Type
void Example
Set a soft class property by name from C++ C++
UKismetSystemLibrary::SetSoftClassPropertyByName(TargetActor, FName("DefaultWeaponClass"), TSoftClassPtr<AWeapon>(SoftClassPath)); Tags
Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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