AGroupActor

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Inheritance Hierarchy

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h

Include

#include "Editor/GroupActor.h"

Syntax

class AGroupActor : public AActor

Variables

Name Description

Public variable

uint32: 1

 

bLocked

Public variable

TArray< class A...

 

GroupActors

Public variable

TArray< class A...

 

SubGroups

Constructors

Name Description

Public function

AGroupActor

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

Add

(
    AActor& InActor
)

Public function Static

void

 

AddSelectedActorsToSelectedGroup()

Adds selected ungrouped actors to a selected group.

Public function

void

 

CenterGroupLocation()

Sets this group's location to the center point based on current location of its children.

Public function

void

 

ClearAndRemove()

Detaches all children (actors and subgroups) from this group and then removes it.

Public function Const

bool

 

Contains

(
    AActor& InActor
)

Public function Static

void

 

DrawBracketsForGroups

(
    FPrimitiveDrawInterface* PDI,
    FViewport* Viewport,
    bool bMustBeSelected
)

Draw brackets around all selected groups

Public function Const

int32

 

GetActorNum()

Public function Const

void

 

GetAllChildren

(
    TArray< AActor* >& OutChildre...,
    bool bRecurse
)

Public function Const

void

 

GetGroupActors

(
    TArray< AActor* >& OutGroupAc...,
    bool bRecurse
)

Public function Static

AGroupActor ...

 

GetParentForActor

(
    AActor* InActor
)

Returns the direct parent for the actor or null if one is not found.

Public function Static

AGroupActor ...

 

GetRootForActor

(
    AActor* InActor,
    bool bMustBeLocked,
    bool bMustBeSelected,
    bool bMustBeUnlocked,
    bool bMustBeUnselected
)

Returns the highest found root for the given actor or null if one is not found.

Public function Const

void

 

GetSubGroups

(
    TArray< AGroupActor* >& OutSu...,
    bool bRecurse
)

Public function

void

 

GroupApplyDelta

(
    const FVector& InDrag,
    const FRotator& InRot,
    const FVector& InScale
)

Apply given deltas to all actors and subgroups for this group.

Public function

void

 

GroupApplyDelta

(
    FLevelEditorViewportClient* Vi...,
    const FVector& InDrag,
    const FRotator& InRot,
    const FVector& InScale
)

Apply given deltas to all actors and subgroups for this group.

Public function Const

bool

 

HasSelectedActors

(
    bool bDeepSearch
)

Public function Const

bool

 

IsLocked()

Public function Virtual Const

bool

 

IsSelected()

Public function

void

 

Lock()

Lock this group and all subgroups.

Public function Static

void

 

LockSelectedGroups()

Locks the lowest selected groups in the current selection.

Public function Static

const int32

 

NumActiveGroups

(
    bool bSelected,
    bool bDeepSearch
)

Query to find how many active groups are currently in the editor.

Public function

void

 

Remove

(
    AActor& InActor
)

Removes the given actor from this group.

Public function Static

void

 

RemoveSubGroupsFromArray

(
    TArray< AGroupActor* >& Group...
)

Changes the given array to remove any existing subgroups

Public function Static

void

 

SelectGroupsInSelection()

Reselects any valid groups based on current editor selection

Public function Static

void

 

ToggleGroupMode()

Toggle group mode

Public function

void

 

Unlock()

Unlock this group

Public function Static

void

 

UnlockSelectedGroups()

Unlocks the highest locked parent groups for actors in the current selection.

Overridden from AActor

Name Description

Public function Virtual

void

 

InvalidateLightingCacheDetailed

(
    bool bTranslationOnly
)

Invalidates anything produced by the last lighting build.

Public function Virtual

void

 

PostActorCreated()

Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set.

Public function Virtual

void

 

PostEditMove

(
    bool bFinished
)

Called after an actor has been moved in the editor

Public function Virtual

void

 

SetIsTemporarilyHiddenInEditor

(
    bool bIsHidden
)

Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session

Overridden from UObject

Name Description

Public function Virtual

bool

 

Modify

(
    bool bAlwaysMarkDirty
)

Note that the object will be modified.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostEditUndo()

Called after applying a transaction to the object.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

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