FEditPropertyChain::SetActivePropertyNode

Sets the ActivePropertyNode to the node associated with the property specified.

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References

Module

CoreUObject

Header

/Engine/Source/Runtime/CoreUObject/Public/UObject/UnrealType.h

Include

#include "UObject/UnrealType.h"

Source

/Engine/Source/Runtime/CoreUObject/Private/UObject/EditPropertyChain.cpp

Syntax

bool SetActivePropertyNode
(
    FProperty * NewActiveProperty
)

Remarks

Sets the ActivePropertyNode to the node associated with the property specified.

Returns

true if the ActivePropertyNode was successfully changed to the node associated with the property specified. false if there was no node corresponding to that property.

Parameters

Parameter

Description

NewActiveProperty

the FProperty that is currently being evaluated by Pre/PostEditChange

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