UActorActionUtility

Base class for all actor action-related utilities Any functions/events that are exposed on derived classes that have the correct signature will be included as menu options when right-clicking on a group of actors in the level editor.

Unreal Engine C++ API Reference > Editor > Blutility

Inheritance Hierarchy

References

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

Syntax

class UActorActionUtility :  
    public [UEditorUtilityObject](API\Editor\Blutility\UEditorUtilityObject),  
    public [IEditorUtilityExtension](API\Editor\Blutility\IEditorUtilityExtension)  

Remarks

Base class for all actor action-related utilities Any functions/events that are exposed on derived classes that have the correct signature will be included as menu options when right-clicking on a group of actors in the level editor.

Functions

Type Name Description
const TArray... GetSupportedClasses () Gets the statically determined supported classes, these classes are used as a first pass filter when determining if we can utilize this asset utility action on the asset.

Overridden from UObject

Type Name Description
void GetAssetRegistryTags ( TArray< FAssetRegistryTag >& OutTa... ) Begin UObject.

Deprecated Functions

Type Name Description
UClass * GetSupportedClass () GetSupportedClasses() instead, but ideally you're not requesting this directly and are instead using the FAssetActionUtilityPrototype to wrap access to an unload utility asset.

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