FEditPropertyChain::SetActiveMemberPropertyNode

Sets the ActiveMemberPropertyNode 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 SetActiveMemberPropertyNode
(
    FProperty * NewActiveMemberProperty
)

Remarks

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

Returns

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

Parameters

Parameter

Description

NewActiveMemberProperty

the member FProperty which contains the property currently being evaluated by Pre/PostEditChange

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