UDEPRECATED_GlobalEditorUtilityBase

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UDEPRECATED_GlobalEditorUtilityBase

References

Module

Blutility

Header

/Engine/Source/Editor/Blutility/Classes/GlobalEditorUtilityBase.h

Include

#include "GlobalEditorUtilityBase.h"

Syntax

class UDEPRECATED_GlobalEditorUtilityBase : public UObject

Variables

Name Description

Public variable

bool

 

bAutoRunDefaultAction

Should this blueprint automatically run OnDefaultActionClicked, or should it open up a details panel to edit properties and/or offer multiple buttons.

Public variable

bool

 

bDirtiedSelectionSet

Public variable

FString

 

HelpText

Public variable

FForEachActorIt...

 

OnEachSelectedActor

The method called for each selected actor when ForEachSelectedActor is called.

Public variable

FForEachAssetIt...

 

OnEachSelectedAsset

The method called for each selected asset when ForEachSelectedAsset is called.

Constructors

Name Description

Public function

UDEPRECATED_GlobalEditorUtilityBase

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

ClearActorSelectionSet()

Remove all actors from the selection set.

Public function

void

 

ExecuteDefaultAction()

Run the default action.

Public function

void

 

ForEachSelectedActor()

Calls OnEachSelectedActor for each selected actor.

Public function

void

 

ForEachSelectedAsset()

Calls OnEachSelectedAsset for each selected asset.

Public function

AActor *

 

GetActorReference

(
    FString PathToActor
)

Attempts to find the actor specified by PathToActor in the current editor world

Public function

UEditorPerPr...

 

GetEditorUserSettings()

Public function

TArray< UObj...

 

GetSelectedAssets()

Gets the set of currently selected assets.

Public function

void

 

GetSelectionBounds

(
    FVector& Origin,
    FVector& BoxExtent,
    float& SphereRadius
)

Public function

TArray< AAct...

 

GetSelectionSet()

Public function Virtual Const

UWorld *

 

GetWorld()

UObject interface

Public function

void

 

OnDefaultActionClicked()

The default action called when the blutility is invoked if bAutoRunDefaultAction=true (it is never called otherwise)

Public function

void

 

PostExecutionCleanup()

Handles notifying the editor if the recent command mucked with the selection set.

Public function

void

 

RenameAsset

(
    UObject* Asset,
    const FString& NewName
)

Renames an asset (cannot move folders)

Public function

void

 

SelectNothing()

Selects nothing in the editor (another way to clear the selection)

Public function

void

 

SetActorSelectionState

(
    AActor* Actor,
    bool bShouldBeSelected
)

Set the selection state for the selected actor.

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