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