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API > API/Editor > API/Editor/Blutility
| Name | UDEPRECATED_GlobalEditorUtilityBase |
| Type | class |
| Header File | /Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h |
| Include Path | #include "GlobalEditorUtilityBase.h" |
Syntax
UCLASS (MinimalAPI, Abstract, HideCategories=(Object), Blueprintable, Deprecated)
class UDEPRECATED_GlobalEditorUtilityBase : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDEPRECATED_GlobalEditorUtilityBase
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDEPRECATED_GlobalEditorUtilityBase
(
const FObjectInitializer& ObjectInitializer |
GlobalEditorUtilityBase.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAutoRunDefaultAction | bool | Should this blueprint automatically run OnDefaultActionClicked, or should it open up a details panel to edit properties and/or offer multiple buttons. | GlobalEditorUtilityBase.h |
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| bDirtiedSelectionSet | bool | GlobalEditorUtilityBase.h |
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| HelpText | FString | GlobalEditorUtilityBase.h |
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| OnEachSelectedActor | FForEachActorIteratorSignature | The method called for each selected actor when ForEachSelectedActor is called. | GlobalEditorUtilityBase.h |
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| OnEachSelectedAsset | FForEachAssetIteratorSignature | The method called for each selected asset when ForEachSelectedAsset is called. | GlobalEditorUtilityBase.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearActorSelectionSet() |
Remove all actors from the selection set. | GlobalEditorUtilityBase.h |
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void ExecuteDefaultAction() |
Run the default action. | GlobalEditorUtilityBase.h | |
void ForEachSelectedActor() |
Calls OnEachSelectedActor for each selected actor. | GlobalEditorUtilityBase.h |
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void ForEachSelectedAsset() |
Calls OnEachSelectedAsset for each selected asset. | GlobalEditorUtilityBase.h |
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AActor * GetActorReference
(
FString PathToActor |
Attempts to find the actor specified by PathToActor in the current editor world | GlobalEditorUtilityBase.h |
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UEditorPerProjectUserSettings * GetEditorUserSettings() |
GlobalEditorUtilityBase.h |
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TArray< UObject * > GetSelectedAssets() |
Gets the set of currently selected assets. | GlobalEditorUtilityBase.h |
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void GetSelectionBounds
(
FVector& Origin, |
GlobalEditorUtilityBase.h |
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TArray< AActor * > GetSelectionSet() |
GlobalEditorUtilityBase.h |
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virtual UWorld * GetWorld() |
UObject interface | GlobalEditorUtilityBase.h | |
void OnDefaultActionClicked() |
The default action called when the blutility is invoked if bAutoRunDefaultAction=true (it is never called otherwise) | GlobalEditorUtilityBase.h |
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void PostExecutionCleanup() |
Handles notifying the editor if the recent command mucked with the selection set. | GlobalEditorUtilityBase.h | |
void RenameAsset
(
UObject* Asset, |
Renames an asset (cannot move folders) | GlobalEditorUtilityBase.h |
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void SelectNothing() |
Selects nothing in the editor (another way to clear the selection) | GlobalEditorUtilityBase.h |
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void SetActorSelectionState
(
AActor* Actor, |
Set the selection state for the selected actor. | GlobalEditorUtilityBase.h |
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