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