FBlueprintEditorUtils::IsPropertyReadOnlyInCurrentBlueprint

Checks if the property can be modified in given blueprint

Windows
MacOS
Linux

Deprecated

  • Use IsPropertyWritableInBlueprint instead.

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h

Include

#include "Kismet2/BlueprintEditorUtils.h"

Source

/Engine/Source/Editor/UnrealEd/Private/Kismet2/BlueprintEditorUtils.cpp

Syntax

static bool IsPropertyReadOnlyInCurrentBlueprint
(
    const UBlueprint * Blueprint,
    const FProperty * Property
)

Remarks

Checks if the property can be modified in given blueprint

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