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API > API/Editor > API/Editor/Blutility
Expose editor utility functions to Blutilities.
| Name | UEditorUtilityLibrary |
| Type | class |
| Header File | /Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h |
| Include Path | #include "EditorUtilityLibrary.h" |
Syntax
UCLASS (MinimalAPI)
class UEditorUtilityLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UEditorUtilityLibrary
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UEditorUtilityLibrary
(
const FObjectInitializer& ObjectInitializer |
EditorUtilityLibrary.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AActor * GetActorReference
(
FString PathToActor |
Attempts to find the actor specified by PathToActor in the current editor world | EditorUtilityLibrary.h |
|
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UWidget * AddSourceWidget
(
UWidgetBlueprint* WidgetBlueprint, |
Create a new widget and add to the specific widget blueprint's widget tree | EditorUtilityLibrary.h |
|
static void CastToWidgetBlueprint
(
UObject* Object, |
EditorUtilityLibrary.h |
|
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static void ConvertToEditorUtilityWidget
(
UWidgetBlueprint* WidgetBP |
EditorUtilityLibrary.h |
|
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static UWidget * FindSourceWidgetByName
(
UWidgetBlueprint* WidgetBlueprint, |
Searches the blueprint's widget hierarchy for a widget with the specified name | EditorUtilityLibrary.h |
|
static FContentBrowserItemPath GetCurrentContentBrowserItemPath() |
Gets the current content browser path if one is open, whether it is internal or virtual. | EditorUtilityLibrary.h |
|
static bool GetCurrentContentBrowserPath
(
FString& OutPath |
Attempts to get the path for the active content browser, returns false if there is no active content browser or if it was a virtual path | EditorUtilityLibrary.h |
|
static TArray< FAssetData > GetSelectedAssetData() |
Gets the set of currently selected asset data. | EditorUtilityLibrary.h |
|
static TArray< UObject * > GetSelectedAssets() |
Gets the set of currently selected assets. | EditorUtilityLibrary.h |
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static TArray< UObject * > GetSelectedAssetsOfClass
(
UClass* AssetClass |
EditorUtilityLibrary.h |
|
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static TArray< UClass * > GetSelectedBlueprintClasses() |
Gets the set of currently selected classes. | EditorUtilityLibrary.h |
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static TArray< FString > GetSelectedFolderPaths() |
Gets the path to the currently selected folder in the content browser. | EditorUtilityLibrary.h |
|
static TArray< FString > GetSelectedPathViewFolderPaths() |
Returns the folders that are selected in the path view for the content browser. | EditorUtilityLibrary.h |
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static void GetSelectionBounds
(
FVector& Origin, |
EditorUtilityLibrary.h |
|
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static TArray< AActor * > GetSelectionSet() |
EditorUtilityLibrary.h |
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static void RenameAsset
(
UObject* Asset, |
Renames an asset (cannot move folders) | EditorUtilityLibrary.h |
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static void SyncBrowserToFolders
(
const TArray< FString >& FolderList |
Sync the Content Browser to the given folder(s) | EditorUtilityLibrary.h |
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