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UKismetSystemLibrary::SetSoftClassPropertyByName

function Engine Blueprint Since 4.15
#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));

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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