UKismetSystemLibrary::SetVectorPropertyByName
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Sets a named const FVector& 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.
- • Verifies the found FStructProperty's Struct pointer matches TBaseStructure<FVector>::Get() before writing, so a same-named property of a different struct type (e.g. FRotator or a custom struct) is safely skipped instead of corrupting memory.
Signature
static ENGINE_API void SetVectorPropertyByName(UObject* Object, FName PropertyName, const FVector& 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 FVector& | Value to assign to the property. | — |
Return Type
void Example
Set a vector property by name from C++ C++
UKismetSystemLibrary::SetVectorPropertyByName(TargetActor, FName("SpawnOffset"), FVector(0.f, 0.f, 100.f)); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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