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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. |