unreal.EditorUtilityLibrary
¶
- class unreal.EditorUtilityLibrary(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
BlueprintFunctionLibrary
Expose editor utility functions to Blutilities
C++ Source:
Module: Blutility
File: EditorUtilityLibrary.h
- get_actor_reference(path_to_actor) Actor ¶
Attempts to find the actor specified by PathToActor in the current editor world
- classmethod get_current_content_browser_path() str or None ¶
Attempts to get the path for the active content browser, returns false if there is no active content browser
- Returns:
Whether a path was successfully returned
out_path (str): The returned path if successfully found
- Return type:
str or None
- classmethod get_selected_asset_data() Array[AssetData] ¶
Gets the set of currently selected asset data
- classmethod get_selected_blueprint_classes() Array[type(Class)] ¶
Gets the set of currently selected classes
- classmethod get_selected_folder_paths() Array[str] ¶
Gets the path to the currently selected folder in the content browser
- classmethod get_selection_bounds() -> (origin=Vector, box_extent=Vector, sphere_radius=float)¶
Get Selection Bounds
- Returns:
origin (Vector):
box_extent (Vector):
sphere_radius (float):
- Return type:
tuple