FLevelEditorCommands

Unreal level editor actions

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

LevelEditor

Header

/Engine/Source/Editor/LevelEditor/Public/LevelEditorActions.h

Include

#include "LevelEditorActions.h"

Syntax

class FLevelEditorCommands : public TCommands< FLevelEditorCommands >

Remarks

Unreal level editor actions

Variables

Name Description

Public variable

TSharedPtr< FUI...

 

AddActorsToGroup

Adds the selected actors to the selected group

Public variable

TSharedPtr< FUI...

 

AddLevelsToSelection

Add levels of the selected actors to the level browser selection

Public variable

TSharedPtr< FUI...

 

AddScriptBehavior

Customize the script behavior of an instance.

Public variable

TSharedPtr< FUI...

 

AlignBottomCenterBoundsToActor

Aligns the actor to the Actor at its bottom center bounds position

Public variable

TSharedPtr< FUI...

 

AlignBottomCenterBoundsToFloor

Aligns the actor to the floor at its bottom center bounds position

Public variable

TSharedPtr< FUI...

 

AlignBrushVerticesToGrid

Align brush verticies to the grid

Public variable

TSharedPtr< FUI...

 

AlignOriginToActor

Aligns the actor to another actor at its pivot

Public variable

TSharedPtr< FUI...

 

AlignOriginToGrid

Aligns the actor to the grid at its pivot

Public variable

TSharedPtr< FUI...

 

AlignPivotToActor

Aligns the actor to another actor at its pivot

Public variable

TSharedPtr< FUI...

 

AlignPivotToFloor

Aligns the actor to the floor at its pivot

Public variable

TSharedPtr< FUI...

 

AlignToActor

Aligns the actor with another actor

Public variable

TSharedPtr< FUI...

 

AlignToFloor

Aligns the actor with the floor

Public variable

TSharedPtr< FUI...

 

AllowGroupSelection

Public variable

TSharedPtr< FUI...

 

AllowTranslucentSelection

Public variable

TSharedPtr< FUI...

 

ApplyMaterialToSurface

Apply the currently selected material to the currently selected surfaces

Public variable

TSharedPtr< FUI...

 

AttachActorIteractive

Public variable

TSharedPtr< FUI...

 

AttachSelectedActors

Public variable

TSharedPtr< FUI...

 

BrowseAPIReference

Public variable

TSharedPtr< FUI...

 

BrowseCVars

Public variable

TSharedPtr< FUI...

 

BrowseDocumentation

Public variable

TSharedPtr< FUI...

 

BrowseViewportControls

Public variable

*TSharedPtr...

 

BspMode

Public variable

TSharedPtr< FUI...

 

Build

Build commands

Public variable

TSharedPtr< FUI...

 

BuildAndSubmitToSourceControl

Public variable

TSharedPtr< FUI...

 

BuildGeometryOnly

Public variable

TSharedPtr< FUI...

 

BuildGeometryOnly_OnlyCurrentLevel

Public variable

TSharedPtr< FUI...

 

BuildLightingOnly

Public variable

TSharedPtr< FUI...

 

BuildLightingOnly_VisibilityOnly

Public variable

TSharedPtr< FUI...

 

BuildLODsOnly

Public variable

TSharedPtr< FUI...

 

BuildPathsOnly

Public variable

TSharedPtr< FUI...

 

BuildReflectionCapturesOnly

Public variable

TSharedPtr< FUI...

 

BuildTextureStreamingOnly

Public variable

TSharedPtr< FUI...

 

BuildVirtualTextureOnly

Public variable

TSharedPtr< FUI...

 

ChangeSourceControlSettings

Public variable

TSharedPtr< FUI...

 

CheckOutModifiedFiles

Public variable

TSharedPtr< FUI...

 

CheckOutProjectSettingsConfig

Public variable

*TSharedPtr...

 

ConnectToSourceControl

Source Control Commands

Public variable

TSharedPtr< FUI...

 

ConvertSelectionToBlueprint

Public variable

TSharedPtr< FUI...

 

ConvertToAdditive

Converts the brush to an additive brush

Public variable

TSharedPtr< FUI...

 

ConvertToSubtractive

Converts the brush to a subtractive brush

Public variable

TSharedPtr< FUI...

 

CreateBlankBlueprintClass

Public variable

TSharedPtr< FUI...

 

CreateBoundingBoxVolume

Static mesh commands Create a blocking volume from the meshes bounding box

Public variable

TSharedPtr< FUI...

 

CreateHeavyConvexVolume

Create a blocking volume from the meshes using a heavy convex shape

Public variable

TSharedPtr< FUI...

 

CreateLightConvexVolume

Create a blocking volume from the meshes using a light convex shape

Public variable

TSharedPtr< FUI...

 

CreateNewOutlinerFolder

Public variable

TSharedPtr< FUI...

 

CreateNormalConvexVolume

Create a blocking volume from the meshes using a normal convex shape

Public variable

TSharedPtr< FUI...

 

CreateRoughConvexVolume

Create a blocking volume from the meshes using a rough convex shape

Public variable

TSharedPtr< FUI...

 

CycleNavigationDataDrawn

Cycles through all navigation data to show one at a time

Public variable

TSharedPtr< FUI...

 

DeltaTransformToActors

Apply delta transform to selected actors

Public variable

TSharedPtr< FUI...

 

DetachFromParent

Detach selected actor(s) from any parent

Public variable

TSharedPtr< FUI...

 

DrawBrushMarkerPolys

Public variable

TSharedPtr< FUI...

 

EditAsset

Level context menu commands.

Public variable

TSharedPtr< FUI...

 

EditAssetNoConfirmMultiple

Edits associated asset(s)

Public variable

TArray< TShared...

 

EditorModeCommands

Editor mode commands

Public variable

TSharedPtr< FUI...

 

EnableActorSnap

Public variable

TSharedPtr< FUI...

 

EnableVertexSnap

Public variable

TSharedPtr< FUI...

 

ExportAll

Export All

Public variable

TSharedPtr< FUI...

 

ExportSelected

Export Selected

Public variable

TSharedPtr< FUI...

 

FindActorInLevelScript

Level Script Commands

Public variable

TSharedPtr< FUI...

 

FindActorLevelInContentBrowser

Finds the level of the selected actors in the content browser

Public variable

TSharedPtr< FUI...

 

FindLevelsInLevelBrowser

Finds the levels of the selected actors in the level browser

Public variable

TSharedPtr< FUI...

 

FocusAllViewportsToSelection

Public variable

TSharedPtr< FUI...

 

FocusViewportToSelection

Public variable

*TSharedPtr...

 

FoliageMode

Public variable

TSharedPtr< FUI...

 

GeometryCollectionSelectAllGeometry

Selects all Geometry Collection geometry

Public variable

TSharedPtr< FUI...

 

GeometryCollectionSelectInverseGeometry

Selects inverse of currently seleted Geometry Collection geometry

Public variable

TSharedPtr< FUI...

 

GeometryCollectionSelectNone

Deselects all Geometry Collection geometry

Public variable

TSharedPtr< FUI...

 

GoHere

Moves the camera to the current mouse position

Public variable

TSharedPtr< FUI...

 

GoToCodeForActor

Goes to the source code for the selected actor's class.

Public variable

TSharedPtr< FUI...

 

GoToDocsForActor

Goes to the documentation for the selected actor's class.

Public variable

TSharedPtr< FUI...

 

GroupActors

Groups selected actors

Public variable

TSharedPtr< FUI...

 

HideSelected

Hides selected actors

Public variable

TSharedPtr< FUI...

 

HideSelectedStartup

Hides selected actors at startup

Public variable

TSharedPtr< FUI...

 

HoldToEnablePivotVertexSnapping

Public variable

TSharedPtr< FUI...

 

HoldToEnableVertexSnapping

Public variable

TSharedPtr< FUI...

 

ImportScene

Import Scene

Public variable

TSharedPtr< FUI...

 

InvertSelection

Invert the current selection

Public variable

TSharedPtr< FUI...

 

KeepSimulationChanges

Simulation commandsPushes properties of the selected actor back to its EditorWorld counterpart

Public variable

*TSharedPtr...

 

LandscapeMode

Public variable

TSharedPtr< FUI...

 

LevelStreamingVolumePrevis

Public variable

TSharedPtr< FUI...

 

LightingBuildOptions_ShowLightingStats

Public variable

TSharedPtr< FUI...

 

LightingBuildOptions_UseErrorColoring

Public variable

TSharedPtr< FUI...

 

LightingDensity_RenderGrayscale

Public variable

TSharedPtr< FUI...

 

LightingQuality_High

Public variable

TSharedPtr< FUI...

 

LightingQuality_Medium

Public variable

TSharedPtr< FUI...

 

LightingQuality_Preview

Public variable

TSharedPtr< FUI...

 

LightingQuality_Production

Public variable

TSharedPtr< FUI...

 

LightingResolution_AllLoadedLevels

Public variable

TSharedPtr< FUI...

 

LightingResolution_CurrentLevel

Public variable

TSharedPtr< FUI...

 

LightingResolution_SelectedLevels

Public variable

TSharedPtr< FUI...

 

LightingResolution_SelectedObjectsOnly

Public variable

TSharedPtr< FUI...

 

LightingStaticMeshInfo

Public variable

TSharedPtr< FUI...

 

LockActorMovement

Locks the actor so it cannot be moved

Public variable

TSharedPtr< FUI...

 

LockGroup

Locks the selected group

Public variable

TSharedPtr< FUI...

 

MakeActorLevelCurrent

Level commandsMakes the actor level the current level

Public variable

TSharedPtr< FUI...

 

MakeNonSolid

Make the brush non-solid

Public variable

TSharedPtr< FUI...

 

MakeSemiSolid

Make the brush semi-solid

Public variable

TSharedPtr< FUI...

 

MakeSolid

Make the brush solid

Public variable

TSharedPtr< FUI...

 

MapCheck

Public variable

TSharedPtr< FUI...

 

MaterialQualityLevel_High

Public variable

TSharedPtr< FUI...

 

MaterialQualityLevel_Low

Public variable

TSharedPtr< FUI...

 

MaterialQualityLevel_Medium

Public variable

TSharedPtr< FUI...

 

MergePolys

Merge bsp polys into as few faces as possible

Public variable

*TSharedPtr...

 

MeshPaintMode

Public variable

TSharedPtr< FUI...

 

MirrorActorX

Mirros the actor along the x axis

Public variable

TSharedPtr< FUI...

 

MirrorActorY

Mirros the actor along the y axis

Public variable

TSharedPtr< FUI...

 

MirrorActorZ

Mirros the actor along the z axis

Public variable

TSharedPtr< FUI...

 

MovePivotHere

Moves the pivot to the click location

Public variable

TSharedPtr< FUI...

 

MovePivotHereSnapped

Moves the pivot to the click location and snap it to the grid

Public variable

TSharedPtr< FUI...

 

MovePivotToCenter

Moves the pivot to the center of the selection

Public variable

TSharedPtr< FUI...

 

MoveSelectedToCurrentLevel

Move all the selected actors to the current level

Public variable

TSharedPtr< FUI...

 

MoveSelectionDownIn2DLayers

Moves the selected actors down one 2D layer (changing the active layer at the same time)

Public variable

TSharedPtr< FUI...

 

MoveSelectionToBottom2DLayer

Moves the selected actors to the bottom 2D layer (changing the active layer at the same time)

Public variable

TSharedPtr< FUI...

 

MoveSelectionToTop2DLayer

Moves the selected actors to the top 2D layer (changing the active layer at the same time)

Public variable

TSharedPtr< FUI...

 

MoveSelectionUpIn2DLayers

Moves the selected actors up one 2D layer (changing the active layer at the same time)

Public variable

TSharedPtr< FUI...

 

NewLevel

Level file commands

Public variable

TSharedPtr< FUI...

 

OnlyLoadVisibleInPIE

Public variable

TSharedPtr< FUI...

 

OpenContentBrowser

Public variable

TArray< TShared...

 

OpenFavoriteFileCommands

Public variable

TSharedPtr< FUI...

 

OpenLevel

Public variable

TSharedPtr< FUI...

 

OpenLevelBlueprint

Blueprints commands

Public variable

TSharedPtr< FUI...

 

OpenMarketplace

Public variable

TSharedPtr< FUI...

 

OpenMergeActor

Open merge actor command.

Public variable

TArray< TShared...

 

OpenRecentFileCommands

Public variable

TSharedPtr< FUI...

 

OrderFirst

Brush Commands Put the selected brushes first in the draw order

Public variable

TSharedPtr< FUI...

 

OrderLast

Put the selected brushes last in the draw order

Public variable

TSharedPtr< FUI...

 

PasteHere

Paste actor at click location

Public variable

TSharedPtr< FUI...

 

PreviewPlatformOverride_AndroidGLES31

Public variable

TSharedPtr< FUI...

 

PreviewPlatformOverride_AndroidVulkanES31

Public variable

TSharedPtr< FUI...

 

PreviewPlatformOverride_AndroidVulkanSM5

Public variable

TSharedPtr< FUI...

 

PreviewPlatformOverride_IOSMetalES31

Public variable

TSharedPtr< FUI...

 

PreviewPlatformOverride_SM5

Public variable

TSharedPtr< FUI...

 

ProfileGPU

Public variable

TSharedPtr< FUI...

 

RecompileGameCode

Public variable

TSharedPtr< FUI...

 

RecompileLevelEditor

Recompile

Public variable

TSharedPtr< FUI...

 

RecompileShaders

Public variable

TSharedPtr< FUI...

 

RegroupActors

Actor group commandsGroup or regroup the selected actors depending on context

Public variable

TSharedPtr< FUI...

 

ReloadLevelEditor

Public variable

TSharedPtr< FUI...

 

RemoveActorsFromGroup

Removes selected actors from the group

Public variable

TSharedPtr< FUI...

 

RemoveLevelsFromSelection

Remove levels of the selected actors from the level browser selection

Public variable

TSharedPtr< FUI...

 

ResetAllParticleSystems

Public variable

TSharedPtr< FUI...

 

ResetPivot

Resets the pivot

Public variable

TSharedPtr< FUI...

 

ResetPrePivot

Resets the pre-pivot

Public variable

TSharedPtr< FUI...

 

ResetSelectedParticleSystem

Public variable

TSharedPtr< FUI...

 

Save

Public variable

TSharedPtr< FUI...

 

SaveAllLevels

Public variable

TSharedPtr< FUI...

 

SaveAs

Public variable

TSharedPtr< FUI...

 

SavePivotToPrePivot

Saves the pivot to the pre-pivot

Public variable

TSharedPtr< FUI...

 

SceneStats

Public variable

TSharedPtr< FUI...

 

Select2DLayerAbove

Changes the active 2D layer to one above the current one

Public variable

TSharedPtr< FUI...

 

Select2DLayerBelow

Changes the active 2D layer to one below the current one

Public variable

TSharedPtr< FUI...

 

SelectActorsInLayers

Public variable

TSharedPtr< FUI...

 

SelectAllActorsControlledByMatinee

Selects all actors used by currently selected matinee actor

Public variable

TSharedPtr< FUI...

 

SelectAllActorsOfSameClass

Selects all actors of the same class as the current selection

Public variable

TSharedPtr< FUI...

 

SelectAllActorsOfSameClassWithArchetype

Selects all actors of the same class and archetype as the current selection

Public variable

TSharedPtr< FUI...

 

SelectAllAddditiveBrushes

Selects all additive brushes

Public variable

TSharedPtr< FUI...

 

SelectAllDescendants

Selects all descendants of the current selection

Public variable

TSharedPtr< FUI...

 

SelectAllLights

Selects all lights

Public variable

TSharedPtr< FUI...

 

SelectAllSubtractiveBrushes

Selects all subtractive brushes

Public variable

TSharedPtr< FUI...

 

SelectAllSurfaces

Surface commands

Public variable

TSharedPtr< FUI...

 

SelectAllWithSameMaterial

Selects all actors using the same material(s) as the current selection

Public variable

TSharedPtr< FUI...

 

SelectComponentOwnerActor

Selects the actor that owns the currently selected component(s)

Public variable

TSharedPtr< FUI...

 

SelectImmediateChildren

Selects all direct children of the current selection

Public variable

TSharedPtr< FUI...

 

SelectMatchingEmitter

Selects all emitters using the same particle system as the current selection

Public variable

TSharedPtr< FUI...

 

SelectNone

Selection commands Select nothing

Public variable

TSharedPtr< FUI...

 

SelectOwningHierarchicalLODCluster

Selects the HLOD cluster (ALODActor), if available, that has this actor as one of its SubActors

Public variable

TSharedPtr< FUI...

 

SelectRelevantLights

Selects all lights relevant to the current selection

Public variable

TSharedPtr< FUI...

 

SelectSkeletalMeshesAllClasses

Selects all actors using the same skeletal mesh(es) and same actor class as the current selection

Public variable

TSharedPtr< FUI...

 

SelectSkeletalMeshesOfSameClass

Selects all actors using the same skeletal mesh(es) as the current selection

Public variable

TSharedPtr< FUI...

 

SelectStaticMeshesAllClasses

Selects all actors using the same static mesh(es) and same actor class as the current selection

Public variable

TSharedPtr< FUI...

 

SelectStaticMeshesOfSameClass

Selects all actors using the same static mesh(es) as the current selection

Public variable

TSharedPtr< FUI...

 

SelectStationaryLightsExceedingOverlap

Selects all lights exceeding the overlap limit

Public variable

TSharedPtr< FUI...

 

SeparatePolys

Reverse a merge

Public variable

TSharedPtr< FUI...

 

SetCollisionBlockAll

Set the actors collision to block all

Public variable

TSharedPtr< FUI...

 

SetCollisionBlockNone

Set the actors collision to block nothing

Public variable

TSharedPtr< FUI...

 

SetCollisionBlockWeapons

Set the actors collision to block only weapons

Public variable

TSharedPtr< FUI...

 

ShowAll

Visibility commands Shows all actors

Public variable

TSharedPtr< FUI...

 

ShowAllStartup

Shows all actors at startup

Public variable

TSharedPtr< FUI...

 

ShowSelected

Unhides selected actors

Public variable

TSharedPtr< FUI...

 

ShowSelectedDetails

Misc Commands

Public variable

TSharedPtr< FUI...

 

ShowSelectedOnly

Shows only selected actors

Public variable

TSharedPtr< FUI...

 

ShowSelectedStartup

Shows selected actors at startup

Public variable

TSharedPtr< FUI...

 

ShowTransformWidget

View commands

Public variable

TSharedPtr< FUI...

 

SnapBottomCenterBoundsToActor

Snaps the actor to the Actor at its bottom center bounds position

Public variable

TSharedPtr< FUI...

 

SnapBottomCenterBoundsToFloor

Snaps the actor to the floor at its bottom center bounds position

Public variable

TSharedPtr< FUI...

 

SnapCameraToObject

Snaps the camera to the selected object.

Public variable

TSharedPtr< FUI...

 

SnapObjectToCamera

Snaps the selected actor to the camera.

Public variable

TSharedPtr< FUI...

 

SnapOriginToActor

Snaps the actor to another actor at its pivot

Public variable

TSharedPtr< FUI...

 

SnapOriginToGrid

Actor Transform Commands Snaps the actor to the grid at its pivot

Public variable

TSharedPtr< FUI...

 

SnapOriginToGridPerActor

Snaps each selected actor separately to the grid at its pivot

Public variable

TSharedPtr< FUI...

 

SnapPivotToActor

Snaps the actor to another actor at its pivot

Public variable

TSharedPtr< FUI...

 

SnapPivotToFloor

Snaps the actor to the floor at its pivot

Public variable

TSharedPtr< FUI...

 

SnapTo2DLayer

Snaps the actor to the 2D layer

Public variable

TSharedPtr< FUI...

 

SnapToActor

Snaps the actor to another actor

Public variable

TSharedPtr< FUI...

 

SnapToFloor

Snaps the actor to the floor

Public variable

TSharedPtr< FUI...

 

StrictBoxSelect

Public variable

TSharedPtr< FUI...

 

SubmitToSourceControl

Public variable

TSharedPtr< FUI...

 

SurfAlignBox

Align surface texture using box

Public variable

TSharedPtr< FUI...

 

SurfAlignFit

Best fit surface texture alignment

Public variable

TSharedPtr< FUI...

 

SurfAlignPlanarAuto

Auto align surface texture

Public variable

TSharedPtr< FUI...

 

SurfAlignPlanarFloor

Align surface texture like its a floor

Public variable

TSharedPtr< FUI...

 

SurfAlignPlanarWall

Align surface texture like its a wall

Public variable

TSharedPtr< FUI...

 

SurfSelectAllAdjacentCoplanars

Select all surfaces adjacent and coplanar to current surface selection

Public variable

TSharedPtr< FUI...

 

SurfSelectAllAdjacentFloors

Select all surfaces adjacent to to current surface selection that are floors(normals pointing up)

Public variable

TSharedPtr< FUI...

 

SurfSelectAllAdjacents

Select all surfaces adjacent to current surface selection

Public variable

TSharedPtr< FUI...

 

SurfSelectAllAdjacentSlants

Select all surfaces adjacent to to current surface selection that are slants

Public variable

TSharedPtr< FUI...

 

SurfSelectAllAdjacentWalls

Select all surfaces adjacent to to current surface selection that are walls

Public variable

TSharedPtr< FUI...

 

SurfSelectAllMatchingBrush

Select all surfaces in the same brush as the current surface selection

Public variable

TSharedPtr< FUI...

 

SurfSelectAllMatchingTexture

Select all surfaces using the same material as current surface selection

Public variable

TSharedPtr< FUI...

 

SurfSelectAnd

Add the selection of surfaces saved in memory to the current selection

Public variable

TSharedPtr< FUI...

 

SurfSelectMemorize

Memorize current surface selection

Public variable

TSharedPtr< FUI...

 

SurfSelectOr

Replace the current selection with only the surfaces which are both currently selected and contained within the saved selection in memory

Public variable

TSharedPtr< FUI...

 

SurfSelectRecall

Recall previously memorized selection

Public variable

TSharedPtr< FUI...

 

SurfSelectReverse

Invert current surface selection

Public variable

TSharedPtr< FUI...

 

SurfSelectXor

Replace the current selection with only the surfaces that are not in both the current selection and the selection saved in memory

Public variable

TSharedPtr< FUI...

 

SurfUnalign

Unalign surface texture

Public variable

TSharedPtr< FUI...

 

TextureStats

Public variable

TSharedPtr< FUI...

 

ToggleFavorite

Public variable

TSharedPtr< FUI...

 

ToggleFeatureLevelPreview

Public variable

TSharedPtr< FUI...

 

ToggleFreezeParticleSimulation

Public variable

TSharedPtr< FUI...

 

ToggleHideViewportUI

Public variable

TSharedPtr< FUI...

 

ToggleLODViewLocking

Public variable

TSharedPtr< FUI...

 

ToggleParticleSystemHelpers

Public variable

TSharedPtr< FUI...

 

ToggleParticleSystemLOD

Public variable

TSharedPtr< FUI...

 

ToggleSocketSnapping

Public variable

TSharedPtr< FUI...

 

ToggleVR

Public variable

TSharedPtr< FUI...

 

TransparentBoxSelect

Public variable

TSharedPtr< FUI...

 

UngroupActors

Ungroups selected actors

Public variable

TSharedPtr< FUI...

 

UnlockGroup

Unlocks the selected group

Public variable

TSharedPtr< FUI...

 

WorldProperties

Level Menu

Constructors

Name Description

Public function

FLevelEditorCommands()

Overridden from TCommands

Name Description

Public function Virtual

void

 

RegisterCommands()

Initialize commands

UI_COMMAND takes long for the compile to optimize

Constants

Name

Description

MaxFavoriteFiles

MaxRecentFiles

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