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UKismetSystemLibrary::SetTransformPropertyByName

function Engine Blueprint Since 4.0
#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)));

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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