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UKismetSystemLibrary::SetVector3fPropertyByName

function Engine Blueprint Since 5.0
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Sets a named const FVector3f& 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.
  • Targets FVector3f (single-precision) properties specifically, checked against TVariantStructure<FVector3f>::Get() — it will not write into a regular double-precision FVector property of the same name.
  • FVector3f is mainly used for GPU-facing or memory-compact data (e.g. Niagara, mesh data); most gameplay code should use SetVectorPropertyByName instead.

Signature

static ENGINE_API void SetVector3fPropertyByName(UObject* Object, FName PropertyName, const FVector3f& 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 FVector3f& Value to assign to the property.

Return Type

void

Example

Set a single-precision vector property by name from C++ C++
UKismetSystemLibrary::SetVector3fPropertyByName(TargetActor, FName("CompactNormal"), FVector3f(0.f, 0.f, 1.f));

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

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