Deprecated
Use IsPropertyWritableInBlueprint instead.
Module |
|
Header |
/Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h |
Include |
#include "Kismet2/BlueprintEditorUtils.h" |
Source |
/Engine/Source/Editor/UnrealEd/Private/Kismet2/BlueprintEditorUtils.cpp |
static bool IsPropertyReadOnlyInCurrentBlueprint
(
const UBlueprint * Blueprint,
const FProperty * Property
)
Checks if the property can be modified in given blueprint