Hi teddi
You can use the reflection system, check I made this node for you:
bool UGenericClass::changeFloatInBlueprints(AActor* InActor, FName PropertyName, float value)
{
UProperty* Property = InActor->GetClass()->FindPropertyByName(PropertyName);
if (Property)
{
float* ptrValue = Property->ContainerPtrToValuePtr<float>(InActor);
if (ptrValue)
{
*ptrValue = value;
return true;
}
}
return false;
}
is working is this way:
Summary:
As you can see you can access the UClass and later you can find a UProperty* by name, with that you can access the proper pointer and then you can change the value, this is the power from unreal reflection system
Hope this help
Cheers