UKismetSystemLibrary::SetStringPropertyByName
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Sets a named const FString& 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.
- • Only matches an FStrProperty by name — an FName or FText property with the same name is a different reflected type and won't be written, even though all three hold text-like data.
Signature
static ENGINE_API void SetStringPropertyByName(UObject* Object, FName PropertyName, const FString& 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 FString& | Value to assign to the property. | — |
Return Type
void Example
Set a string property by name from C++ C++
UKismetSystemLibrary::SetStringPropertyByName(TargetActor, FName("DisplayLabel"), TEXT("Boss Room")); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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