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API > API/Editor > API/Editor/Blutility
| Name | AEditorUtilityActor |
| Type | class |
| Header File | /Engine/Source/Editor/Blutility/Classes/EditorUtilityActor.h |
| Include Path | #include "EditorUtilityActor.h" |
Syntax
UCLASS (MinimalAPI, Abstract, Blueprintable, Meta=(ShowWorldContextPin))
class AEditorUtilityActor : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AEditorUtilityActor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AEditorUtilityActor
(
const FObjectInitializer& ObjectInitializer |
EditorUtilityActor.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bReceivesEditorInput | bool | If set to true, then this actor will be able to recieve input delegate callbacks when in the editor. | EditorUtilityActor.h |
|
| EditorOnlyInputComponent | TObjectPtr< UInputComponent > | EditorUtilityActor.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UInputComponent * GetInputComponent () |
Returns the current InputComponent on this utility actor. | EditorUtilityActor.h |
|
bool GetReceivesEditorInput() |
EditorUtilityActor.h |
|
|
virtual void OnConstruction
(
const FTransform& Transform |
EditorUtilityActor.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
EditorUtilityActor.h | ||
void Run() |
Standard function to execute. | EditorUtilityActor.h |
|
void SetReceivesEditorInput
(
bool bInValue |
EditorUtilityActor.h |
|