| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h |
Include |
#include "GlobalEditorUtilityBase.h" |
class UDEPRECATED_GlobalEditorUtilityBase : public UObject
Name | Description | ||
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bAutoRunDefaultAction |
Should this blueprint automatically run OnDefaultActionClicked, or should it open up a details panel to edit properties and/or offer multiple buttons. |
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bDirtiedSelectionSet |
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HelpText |
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OnEachSelectedActor |
The method called for each selected actor when ForEachSelectedActor is called. |
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OnEachSelectedAsset |
The method called for each selected asset when ForEachSelectedAsset is called. |
Name | Description | |
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UDEPRECATED_GlobalEditorUtilityBase ( |
Name | Description | ||
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ClearActorSelectionSet() |
Remove all actors from the selection set. |
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ExecuteDefaultAction() |
Run the default action. |
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ForEachSelectedActor() |
Calls OnEachSelectedActor for each selected actor. |
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ForEachSelectedAsset() |
Calls OnEachSelectedAsset for each selected asset. |
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AActor * |
GetActorReference ( |
Attempts to find the actor specified by PathToActor in the current editor world |
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UEditorPerPr... |
GetEditorUserSettings() |
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GetSelectedAssets() |
Gets the set of currently selected assets. |
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GetSelectionBounds |
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GetSelectionSet() |
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UWorld * |
GetWorld() |
UObject interface |
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OnDefaultActionClicked() |
The default action called when the blutility is invoked if bAutoRunDefaultAction=true (it is never called otherwise) |
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PostExecutionCleanup() |
Handles notifying the editor if the recent command mucked with the selection set. |
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RenameAsset |
Renames an asset (cannot move folders) |
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SelectNothing() |
Selects nothing in the editor (another way to clear the selection) |
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SetActorSelectionState |
Set the selection state for the selected actor. |