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Helper class for grouping actors in the level editor
| Name | UActorGroupingUtils |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/ActorGroupingUtils.h |
| Include Path | #include "ActorGroupingUtils.h" |
Syntax
UCLASS (Transient, MinimalAPI)
class UActorGroupingUtils : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorGroupingUtils
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FCanGroupActors | TBaseDelegate_OneParam< bool, const TArray< AActor * > & > | External delegates that are run to check if a set of actors can be grouped together | ActorGroupingUtils.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| bGroupingActive | bool | ActorGroupingUtils.h | |
| CanGroupActorsDelegates | TMap< FName, FCanGroupActors > | ActorGroupingUtils.h | |
| ClassToUse | FSoftClassPath | ActorGroupingUtils.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddCanGroupActorsDelegate
(
const FName& Owner, |
Add a filter that is checked to see if a set of actors can be grouped together | ActorGroupingUtils.h | |
virtual void AddSelectedToGroup() |
Activates "Add to Group" mode which allows the user to select a group to append current selection | ActorGroupingUtils.h |
|
| Check if the provided list of actors can be grouped together | ActorGroupingUtils.h |
|
|
bool CanGroupSelectedActors() |
Check if the currently selected actors can be grouped together | ActorGroupingUtils.h |
|
virtual AGroupActor * GroupActors
(
const TArray< AActor* >& ActorsToGroup |
Creates a new group from the provided list of actors removing the actors from any existing groups they are already in | ActorGroupingUtils.h |
|
virtual AGroupActor * GroupSelected() |
Creates a new group from the current selection removing the actors from any existing groups they are already in | ActorGroupingUtils.h |
|
virtual void LockSelectedGroups() |
Locks any groups in the current selection | ActorGroupingUtils.h |
|
void RemoveCanGroupActorsDelegate
(
const FName& Owner |
Remove the filter checked before grouping actors registered by the provided owner | ActorGroupingUtils.h | |
virtual void RemoveSelectedFromGroup () |
Removes any groups or actors in the current selection from their immediate parent. | ActorGroupingUtils.h |
|
| Disbands any groups that the provided actors belong to, does not attempt to maintain any hierarchy | ActorGroupingUtils.h |
|
|
virtual void UngroupSelected() |
Disbands any groups in the current selection, does not attempt to maintain any hierarchy | ActorGroupingUtils.h |
|
virtual void UnlockSelectedGroups() |
Unlocks any groups in the current selection | ActorGroupingUtils.h |
|
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UActorGroupingUtils * Get() |
Convenience method for accessing grouping utils in a blueprint or script | ActorGroupingUtils.h |
|
static bool IsGroupingActive() |
ActorGroupingUtils.h |
|
|
static void SetGroupingActive
(
bool bInGroupingActive |
ActorGroupingUtils.h |
|