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UEditorActorUtilitiesSubsystem Subsystem for exposing actor related utilities to scripts,
| Name | UEditorActorSubsystem |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Subsystems/EditorActorSubsystem.h |
| Include Path | #include "Subsystems/EditorActorSubsystem.h" |
Syntax
UCLASS (MinimalAPI)
class UEditorActorSubsystem : public UEditorSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UDynamicSubsystem → UEditorSubsystem → UEditorActorSubsystem
Structs
| Name | Remarks |
|---|---|
| FActorDuplicateParameters |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnActorLabelChanged | FOnActorLabelChanged | Subsystems/EditorActorSubsystem.h |
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| OnDeleteActorsBegin | FOnDeleteActorsBegin | Subsystems/EditorActorSubsystem.h |
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| OnDeleteActorsEnd | FOnDeleteActorsEnd | Subsystems/EditorActorSubsystem.h |
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| OnDuplicateActorsBegin | FOnEditCutActorsBegin | Subsystems/EditorActorSubsystem.h |
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| OnDuplicateActorsEnd | FOnDuplicateActorsEnd | Subsystems/EditorActorSubsystem.h |
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| OnEditCopyActorsBegin | FOnEditCopyActorsBegin | Subsystems/EditorActorSubsystem.h |
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| OnEditCopyActorsEnd | FOnEditCopyActorsEnd | Subsystems/EditorActorSubsystem.h |
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| OnEditCutActorsBegin | FOnEditCutActorsBegin | Subsystems/EditorActorSubsystem.h |
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| OnEditCutActorsEnd | FOnEditCutActorsEnd | Subsystems/EditorActorSubsystem.h |
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| OnEditPasteActorsBegin | FOnEditPasteActorsBegin | Subsystems/EditorActorSubsystem.h |
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| OnEditPasteActorsEnd | FOnEditPasteActorsEnd | Subsystems/EditorActorSubsystem.h |
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| OnNewActorsDropped | FOnEditNewActorsDropped | Subsystems/EditorActorSubsystem.h |
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| OnNewActorsPlaced | FOnEditNewActorsPlaced | Subsystems/EditorActorSubsystem.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearActorSelectionSet() |
Remove all actors from the selection set. | Subsystems/EditorActorSubsystem.h |
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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. | Subsystems/EditorActorSubsystem.h |
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virtual void Deinitialize() |
Subsystems/EditorActorSubsystem.h | ||
void DeleteSelectedActors
(
UWorld* InWorld |
Delete all the selected actors in the given world | Subsystems/EditorActorSubsystem.h |
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bool DestroyActor
(
AActor* ActorToDestroy |
Destroy the actor from the world editor. Notify the Editor that the actor got destroyed. | Subsystems/EditorActorSubsystem.h |
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| Destroy the actors from the world editor. Notify the Editor that the actor got destroyed. | Subsystems/EditorActorSubsystem.h |
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AActor * DuplicateActor
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AActor* ActorToDuplicate, |
Subsystems/EditorActorSubsystem.h |
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AActor * DuplicateActor
(
AActor* ActorToDuplicate, |
Duplicate an actor from the world editor. | Subsystems/EditorActorSubsystem.h |
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TArray< AActor * > DuplicateActors
(
const TArray< AActor* >& ActorsToDuplicate, |
Subsystems/EditorActorSubsystem.h |
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| Duplicate actors from the world editor. | Subsystems/EditorActorSubsystem.h |
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void DuplicateSelectedActors
(
UWorld* InWorld |
Duplicate all the selected actors in the given world | Subsystems/EditorActorSubsystem.h |
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| Attempts to find the actor specified by PathToActor in the current editor world | Subsystems/EditorActorSubsystem.h |
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TArray< class AActor * > GetAllLevelActors () |
Find all loaded Actors in the world editor. | Subsystems/EditorActorSubsystem.h |
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TArray< class UActorComponent * > GetAllLevelActorsComponents () |
Find all loaded ActorComponent own by an actor in the world editor. | Subsystems/EditorActorSubsystem.h |
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TArray< class AActor * > GetSelectedLevelActors () |
Find all loaded Actors that are selected in the world editor. | Subsystems/EditorActorSubsystem.h |
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virtual void Initialize
(
FSubsystemCollectionBase& Collection |
Subsystems/EditorActorSubsystem.h | ||
void InvertSelection
(
UWorld* InWorld |
Invert the selection in the given world | Subsystems/EditorActorSubsystem.h |
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void SelectAll
(
UWorld* InWorld |
Select all actors and BSP models in the given world, except those which are hidden | Subsystems/EditorActorSubsystem.h |
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void SelectAllChildren
(
bool bRecurseChildren |
Select all children actors of the current selection. | Subsystems/EditorActorSubsystem.h |
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void SelectNothing() |
Selects nothing in the editor (another way to clear the selection) | Subsystems/EditorActorSubsystem.h |
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void SetActorSelectionState
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AActor* Actor, |
Set the selection state for the selected actor. | Subsystems/EditorActorSubsystem.h |
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bool SetActorTransform
(
AActor* InActor, |
Sets the world transform of the given actor, if possible. | Subsystems/EditorActorSubsystem.h |
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bool SetComponentTransform
(
USceneComponent* InSceneComponent, |
Sets the world transform of the given component, if possible. | Subsystems/EditorActorSubsystem.h |
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void SetSelectedLevelActors
(
const TArray< class AActor* >& ActorsToSelect |
Clear the current world editor selection and select the provided actors. | Subsystems/EditorActorSubsystem.h |
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AActor * SpawnActorFromClass
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TSubclassOf< class AActor > ActorClass, |
Create an actor and place it in the world editor. | Subsystems/EditorActorSubsystem.h |
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AActor * SpawnActorFromObject
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UObject* ObjectToUse, |
Create an actor and place it in the world editor. | Subsystems/EditorActorSubsystem.h |
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Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ConvertActors
(
const TArray< AActor* >& InActorsToConvert, |
Sets up for a potentially deferred ConvertActors call, based on if any brushes are being converted to a static mesh. | Subsystems/EditorActorSubsystem.h | |
| Called to convert actors of one class type to another | Subsystems/EditorActorSubsystem.h | ||
static AActor * ConvertBrushesToStaticMesh
(
const FString& InStaticMeshPackageName, |
Converts passed in brushes into a single static mesh actor. | Subsystems/EditorActorSubsystem.h | |
static void ConvertLightActors
(
UClass* InConvertToClass |
Converts passed in light actors into new actors of another type. | Subsystems/EditorActorSubsystem.h | |
static void ConvertSelectedBrushesToVolumes
(
UClass* InVolumeClass |
Function to convert selected brushes into volumes of the provided class. | Subsystems/EditorActorSubsystem.h | |
| Converts passed in actors into new actors of the specified type. | Subsystems/EditorActorSubsystem.h | ||
static void ReplaceActors
(
UActorFactory* InFactory, |
Replaces specified Actors with the same number of a different kind of Actor using the specified factory to spawn the new Actors note that only Location, Rotation, Drawscale, Drawscale3D, Tag, and Group are copied from the old Actors | Subsystems/EditorActorSubsystem.h | |
static void ReplaceSelectedActors
(
UActorFactory* InFactory, |
Replaces the selected Actors with the same number of a different kind of Actor using the specified factory to spawn the new Actors note that only Location, Rotation, Drawscale, Drawscale3D, Tag, and Group are copied from the old Actors | Subsystems/EditorActorSubsystem.h |