Navigation
API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/UEditorActorSubsystem
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 |
|
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 |
ConvertActors(const TArray< class AActor * > &, TSubclassOf< class AActor >, const FString &)
Description
Replace in the level all Actors provided with a new actor of type ActorClass. Destroy all Actors provided.
| Name | ConvertActors |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Subsystems/EditorActorSubsystem.h |
| Include Path | #include "Subsystems/EditorActorSubsystem.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Subsystems/EditorActorSubsystem.cpp |
UFUNCTION (BlueprintCallable, Category="Editor Scripting | Dataprep",
Meta=(DeterminesOutputType="ActorClass"))
TArray < class AActor * > ConvertActors
(
const TArray < class AActor * > & Actors,
TSubclassOf < class AActor > ActorClass,
const FString & StaticMeshPackagePath
)
Parameters
| Name | Remarks |
|---|---|
| Actors | List of Actors to replace. |
| ActorClass | Class/Blueprint of the new actor that will be spawn. |
| StaticMeshPackagePath | If the list contains Brushes and it is requested to change them to StaticMesh, StaticMeshPackagePath is the package path to where the StaticMesh will be created. ie. /Game/MyFolder/ |
ConvertActors(const TArray< AActor > &, UClass , const TSet< FString > &, bool)
Description
Sets up for a potentially deferred ConvertActors call, based on if any brushes are being converted to a static mesh. If one (or more) are being converted, the user will need to put in a package before the process continues.
| Name | ConvertActors |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/Subsystems/EditorActorSubsystem.h |
| Include Path | #include "Subsystems/EditorActorSubsystem.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Subsystems/EditorActorSubsystem.cpp |
static void ConvertActors
(
const TArray < AActor * > & InActorsToConvert,
UClass * InConvertToClass,
const TSet< FString > & InComponentsToConsider,
bool bInUseSpecialCases
)
Parameters
| Name | Remarks |
|---|---|
| InActorsToConvert | Array of actors which should be converted to the new class type |
| InConvertToClass | Class to convert the provided actors to |
| InComponentsToConsider | Names of components to consider for property copying as well |
| bInUseSpecialCases | If true, looks for classes that can be handled by hardcoded conversions |