Navigation
Unreal Engine C++ API Reference > Editor > UnrealEd > Subsystems
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UDynamicSubsystem
- UEditorSubsystem
- UEditorActorSubsystem
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Public/Subsystems/EditorActorSubsystem.h |
Include | #include "Subsystems/EditorActorSubsystem.h" |
Syntax
class UEditorActorSubsystem : public UEditorSubsystem
Remarks
UEditorActorUtilitiesSubsystem Subsystem for exposing actor related utilities to scripts,
Variables
Type | Name | Description | |
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FOnDeleteActorsBegin | OnDeleteActorsBegin | |
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FOnDeleteActorsEnd | OnDeleteActorsEnd | |
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FOnEditCutActorsBegin | OnDuplicateActorsBegin | |
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FOnDuplicateActorsEnd | OnDuplicateActorsEnd | |
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FOnEditCopyActorsBegin | OnEditCopyActorsBegin | |
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FOnEditCopyActorsEnd | OnEditCopyActorsEnd | |
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FOnEditCutActorsBegin | OnEditCutActorsBegin | |
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FOnEditCutActorsEnd | OnEditCutActorsEnd | |
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FOnEditPasteActorsBegin | OnEditPasteActorsBegin | |
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FOnEditPasteActorsEnd | OnEditPasteActorsEnd | |
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FOnEditNewActorsDropped | OnNewActorsDropped | |
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FOnEditNewActorsPlaced | OnNewActorsPlaced |
Functions
Type | Name | Description | |
---|---|---|---|
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void | Remove all actors from the selection set. | |
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TArray< class AActor * > | ConvertActors
(
const TArray< class AActor* >& Actors, |
Replace in the level all Actors provided with a new actor of type ActorClass. |
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void | DeleteSelectedActors
(
UWorld* InWorld |
Delete all the selected actors in the given world |
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bool | DestroyActor
(
AActor* ActorToDestroy |
Destroy the actor from the world editor. Notify the Editor that the actor got destroyed. |
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bool | DestroyActors
(
const TArray< AActor* >& ActorsToDestroy |
Destroy the actors from the world editor. Notify the Editor that the actor got destroyed. |
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AActor * | DuplicateActor
(
AActor* ActorToDuplicate, |
Duplicate an actor from the world editor. |
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TArray< AActor * > | DuplicateActors
(
const TArray< AActor* >& ActorsToDuplicate, |
Duplicate actors from the world editor. |
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void | DuplicateSelectedActors
(
UWorld* InWorld |
Duplicate all the selected actors in the given world |
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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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TArray< class AActor * > | Find all loaded Actors in the world editor. | |
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TArray< class UActorComponent * > | Find all loaded ActorComponent own by an actor in the world editor. | |
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TArray< class AActor * > | Find all loaded Actors that are selected in the world editor. | |
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void | InvertSelection
(
UWorld* InWorld |
Invert the selection in the given world |
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void | Select all actors and BSP models in the given world, except those which are hidden | |
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void | SelectAllChildren
(
bool bRecurseChildren |
Select all children actors of the current selection. |
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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. |
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bool | SetActorTransform
(
AActor* InActor, |
Sets the world transform of the given actor, if possible. |
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bool | SetComponentTransform
(
USceneComponent* InSceneComponent, |
Sets the world transform of the given component, if possible. |
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void | SetSelectedLevelActors
(
const TArray< class AActor* >& ActorsToSelect |
Clear the current world editor selection and select the provided actors. |
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AActor * | SpawnActorFromClass
(
TSubclassOf< class AActor > ActorClass, |
Create an actor and place it in the world editor. |
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AActor * | SpawnActorFromObject
(
UObject* ObjectToUse, |
Create an actor and place it in the world editor. |
Overridden from USubsystem
Type | Name | Description | |
---|---|---|---|
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void | Deinitialize () |
Implement this for deinitialization of instances of the system |
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void | Initialize
(
FSubsystemCollectionBase& Collection |
Implement this for initialization of instances of the system |