UKismetSystemLibrary::SetTransformPropertyByName
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Sets a named FTransform 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 directly — only the compiler-generated call reaches it.
- • Verifies the found FStructProperty's Struct pointer matches TBaseStructure<FTransform>::Get() before writing, so it silently no-ops instead of asserting if PropertyName resolves to a non-FTransform struct property.
Signature
static ENGINE_API void SetTransformPropertyByName(UObject* Object, FName PropertyName, const FTransform& 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 FTransform& | Value to assign to the property. | — |
Return Type
void Example
Set a transform property by name from C++ C++
UKismetSystemLibrary::SetTransformPropertyByName(TargetActor, FName("SpawnTransform"), FTransform(FRotator::ZeroRotator, FVector(0.f, 0.f, 100.f))); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?