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API > API/Editor > API/Editor/UnrealEd
| Name | AGroupActor |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h |
| Include Path | #include "Editor/GroupActor.h" |
Syntax
UCLASS (HideDropDown, MinimalAPI, NotPlaceable, NotBlueprintable)
class AGroupActor : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AGroupActor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AGroupActor
(
const FObjectInitializer& ObjectInitializer |
Editor/GroupActor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bLocked | uint32 | Editor/GroupActor.h | ||
| GroupActors | TArray< TObjectPtr< class AActor > > | Editor/GroupActor.h | ||
| SubGroups | TArray< TObjectPtr< class AGroupActor > > | Editor/GroupActor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Add
(
AActor& InActor |
Editor/GroupActor.h | ||
void CenterGroupLocation() |
Sets this group's location to the center point based on current location of its children. | Editor/GroupActor.h | |
void ClearAndRemove() |
Detaches all children (actors and subgroups) from this group and then removes it. | Editor/GroupActor.h | |
bool Contains
(
AActor& InActor |
Editor/GroupActor.h | ||
void ForEachActorInGroup
(
TFunctionRef< void(AActor*, AGroupActor*)> InCallback |
Enumerate all actors and subgroups for this group (includes this). | Editor/GroupActor.h | |
void ForEachMovableActorInGroup
(
const UTypedElementSelectionSet* InSelectionSet, |
Enumerate all actors and subgroups for this group that should be moved alongside this actor (includes this). | Editor/GroupActor.h | |
int32 GetActorNum() |
Editor/GroupActor.h | ||
| Editor/GroupActor.h | |||
| Editor/GroupActor.h | |||
void GetSubGroups
(
TArray< AGroupActor* >& OutSubGroups, |
Editor/GroupActor.h | ||
void GroupApplyDelta
(
const FVector& InDrag, |
Apply given deltas to all actors and subgroups for this group. | Editor/GroupActor.h | |
bool HasSelectedActors
(
bool bDeepSearch |
Editor/GroupActor.h | ||
bool IsLocked() |
Editor/GroupActor.h | ||
virtual bool IsSelected() |
Editor/GroupActor.h | ||
void Lock() |
Lock this group and all subgroups. | Editor/GroupActor.h | |
| Removes the given actor from this group. | Editor/GroupActor.h | ||
void Unlock() |
Unlock this group | Editor/GroupActor.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetActorBounds
(
bool bOnlyCollidingComponents, |
Editor/GroupActor.h | ||
virtual void GetStreamingBounds
(
FBox& OutRuntimeBounds, |
Editor/GroupActor.h | ||
virtual void PostActorCreated() |
Editor/GroupActor.h | ||
virtual void SetIsTemporarilyHiddenInEditor
(
bool bIsHidden |
Editor/GroupActor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsEditorOnly() |
Editor/GroupActor.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Editor/GroupActor.h | ||
virtual void PostEditUndo() |
Editor/GroupActor.h | ||
virtual void PostLoad() |
Editor/GroupActor.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddSelectedActorsToSelectedGroup () |
Adds selected ungrouped actors to a selected group. | Editor/GroupActor.h | |
static void DrawBracketsForGroups
(
FPrimitiveDrawInterface* PDI, |
Draw brackets around all selected groups | Editor/GroupActor.h | |
static void FixupGroupActor() |
Editor/GroupActor.h | ||
static AGroupActor * GetParentForActor
(
AActor* InActor |
Returns the direct parent for the actor or null if one is not found. | Editor/GroupActor.h | |
static AGroupActor * GetRootForActor
(
AActor* InActor, |
Returns the highest found root for the given actor or null if one is not found. | Editor/GroupActor.h | |
static void LockSelectedGroups() |
Locks the lowest selected groups in the current selection. | Editor/GroupActor.h | |
static const int32 NumActiveGroups
(
bool bSelected, |
Query to find how many active groups are currently in the editor. | Editor/GroupActor.h | |
static void RemoveSubGroupsFromArray
(
TArray< AGroupActor* >& GroupArray |
Changes the given array to remove any existing subgroups | Editor/GroupActor.h | |
static bool SelectedGroupNeedsFixup() |
Editor/GroupActor.h | ||
static void SelectGroupsInSelection() |
Reselects any valid groups based on current editor selection | Editor/GroupActor.h | |
static void ToggleGroupMode() |
Toggle group mode | Editor/GroupActor.h | |
static void UnlockSelectedGroups() |
Unlocks the highest locked parent groups for actors in the current selection. | Editor/GroupActor.h |