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Base class for all actor action-related utilities Any functions/events that are exposed on derived classes that have the correct signature will be included as menu options when right-clicking on a group of actors in the level editor.
| Name | UActorActionUtility |
| Type | class |
| Header File | /Engine/Source/Editor/Blutility/Classes/ActorActionUtility.h |
| Include Path | #include "ActorActionUtility.h" |
Syntax
UCLASS (MinimalAPI, Abstract, HideCategories=(Object), Blueprintable)
class UActorActionUtility :
public UEditorUtilityObject ,
public IEditorUtilityExtension
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEditorUtilityObject → UActorActionUtility
Implements Interfaces
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SupportedClasses | TArray< TSoftClassPtr< UObject > > | For simple Asset Action's you should fill out the supported class here. | ActorActionUtility.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Begin UObject. | ActorActionUtility.h | |
virtual void GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
ActorActionUtility.h | ||
UClass * GetSupportedClass() |
Return the class that this actor action supports. Leave this blank to support all actor classes. | ActorActionUtility.h |
|
const TArray< TSoftClassPtr< UObject > > & GetSupportedClasses() |
Gets the statically determined supported classes, these classes are used as a first pass filter when determining if we can utilize this asset utility action on the asset. | ActorActionUtility.h |
|