UDEPRECATED_GlobalEditorUtilityBase

Unreal Engine C++ API Reference > Editor > Blutility

Inheritance Hierarchy

References

   
Module Blutility
Header /Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h
Include #include "GlobalEditorUtilityBase.h"

Syntax

class UDEPRECATED_GlobalEditorUtilityBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)  

Variables

Type Name Description
bool bAutoRunDefaultAction Should this blueprint automatically run OnDefaultActionClicked, or should it open up a details panel to edit properties and/or offer multiple buttons.
bool bDirtiedSelectionSet  
FString HelpText  
FForEachActorIt... OnEachSelectedActor The method called for each selected actor when ForEachSelectedActor is called.
FForEachAssetIt... OnEachSelectedAsset The method called for each selected asset when ForEachSelectedAsset is called.

Constructors

Type Name Description
  UDEPRECATED_GlobalEditorUtilityBase ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void ClearActorSelectionSet () Remove all actors from the selection set.
void ExecuteDefaultAction () Run the default action.
void ForEachSelectedActor () Calls OnEachSelectedActor for each selected actor.
void ForEachSelectedAsset () Calls OnEachSelectedAsset for each selected asset.
AActor * GetActorReference ( FString PathToActor ) Attempts to find the actor specified by PathToActor in the current editor world
UEditorPerPr... GetEditorUserSettings ()  
TArray< UObj... GetSelectedAssets () Gets the set of currently selected assets.
void GetSelectionBounds ( FVector& Origin, FVector& BoxExtent, float& SphereRadius )  
TArray< AAct... GetSelectionSet ()  
UWorld * GetWorld () UObject interface
void OnDefaultActionClicked () The default action called when the blutility is invoked if bAutoRunDefaultAction=true (it is never called otherwise)
void PostExecutionCleanup () Handles notifying the editor if the recent command mucked with the selection set.
void RenameAsset ( UObject* Asset, const FString& NewName ) Renames an asset (cannot move folders)
void SelectNothing () Selects nothing in the editor (another way to clear the selection)
void SetActorSelectionState ( AActor* Actor, bool bShouldBeSelected ) Set the selection state for the selected actor.

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