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

Parameters:

path_to_actor (str) – The path to the actor (e.g. PersistentLevel.PlayerStart)

Returns:

A reference to the actor, or none if it wasn’t found

Return type:

Actor

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

Return type:

Array[AssetData]

classmethod get_selected_assets() Array[Object]

Gets the set of currently selected assets

Return type:

Array[Object]

classmethod get_selected_blueprint_classes() Array[type(Class)]

Gets the set of currently selected classes

Return type:

Array[type(Class)]

classmethod get_selected_folder_paths() Array[str]

Gets the path to the currently selected folder in the content browser

Return type:

Array[str]

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

classmethod get_selection_set() Array[Actor]

Get Selection Set

Return type:

Array[Actor]

classmethod rename_asset(asset, new_name) None

Renames an asset (cannot move folders)

Parameters:
classmethod sync_browser_to_folders(folder_list) None

Sync the Content Browser to the given folder(s)

Parameters:

folder_list (Array[str]) – The list of folders to sync to in the Content Browser