FActorFolders

Class responsible for managing an in-memory representation of actor folders in the editor

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Inheritance Hierarchy

FGCObject

FActorFolders

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/EditorActorFolders.h

Include

#include "EditorActorFolders.h"

Syntax

struct FActorFolders : public FGCObject

Remarks

Class responsible for managing an in-memory representation of actor folders in the editor

Constructors

Name Description

Public function

FActorFolders()

Destructors

Name Description

Public function

~FActorFolders()

Functions

Name Description

Public function Static

void

 

Cleanup()

Clean up the singleton instance - called on Editor Exit

Public function

void

 

CreateFolder

(
    UWorld& InWorld,
    FName Path
)

Create a new folder in the specified world, of the specified path

Public function

void

 

CreateFolderContainingSelection

(
    UWorld& InWorld,
    FName Path
)

Same as CreateFolder, but moves the current actor selection into the new folder as well

Public function

void

 

DeleteFolder

(
    UWorld& InWorld,
    FName FolderToDelete
)

Delete the specified folder in the world

Public function Static

FActorFolder...

 

Get()

Singleton access - only valid if IsAvailable()

Public function

FName

 

GetDefaultFolderName

(
    UWorld& InWorld,
    FName ParentPath
)

Get a default folder name under the specified parent path

Public function

FName

 

GetDefaultFolderNameForSelection

(
    UWorld& InWorld
)

Get a new default folder name that would apply to the current selection

Public function

FName

 

GetFolderName

(
    UWorld& InWorld,
    FName ParentPath,
    FName FolderName
)

Get folder name that is unique under specified parent path

Public function

FActorFolder...

 

GetFolderProperties

(
    UWorld& InWorld,
    FName InPath
)

Get the folder properties for the specified path. Returns nullptr if no properties exist

Public function

const TMap< ...

 

GetFolderPropertiesForWorld

(
    UWorld& InWorld
)

Get a map of folder properties for the specified world (map of folder path -> properties)

Public function Static

void

 

Init()

Initialize the singleton instance - called on Editor Startup

Public function Static

bool

 

IsAvailable()

Check whether the singleton is valid

Public function Static

bool

 

PathIsChildOf

(
    const FString& InPotentialChild,
    const FString& InParent
)

Check if the specified path is a child of the specified parent

Public function

bool

 

RenameFolderInWorld

(
    UWorld& World,
    FName OldPath,
    FName NewPath
)

Rename the specified path to a new name

Public function Const

void

 

SetSelectedFolderPath

(
    FName Path
)

Sets the folder path for all the selected actors

Overridden from FGCObject

Name Description

Public function Virtual

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

Pure virtual that must be overloaded by the inheriting class.

Public function Virtual Const

FString

 

GetReferencerName()

Use this method to report a name for your referencer.

Constants

Name

Description

OnFolderCreate

Folder creation and deletion events. Called whenever a folder is created or deleted in a world.

OnFolderDelete

OnFolderMove

Singleton

Singleton instance maintained by the editor

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