| UObjectBase
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Module |
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Header |
/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorLevelLibrary.h |
Include |
#include "EditorLevelLibrary.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UEditorLevelLibrary : public UBlueprintFunctionLibrary
Utility class to do most of the common functionalities in the World Editor. The editor should not be in play in editor mode.
Name | Description | ||
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ClearActorSelectionSet() |
Remove all actors from the selection set. |
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TArray< clas... |
ConvertActors ( |
Replace in the level all Actors provided with a new actor of type ActorClass. |
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CreateProxyMeshActor ( |
Build a proxy mesh actor that can replace a set of mesh actors. |
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DestroyActor ( |
Destroy the actor from the world editor. Notify the Editor that the actor got destroyed. |
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EditorInvalidateViewports() |
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EditorPlaySimulate() |
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EditorSetGameView ( |
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EjectPilotLevelActor() |
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AActor * |
GetActorReference ( |
Attempts to find the actor specified by PathToActor in the current editor world |
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TArray< clas... |
GetAllLevelActors() |
Find all loaded Actors in the world editor. |
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TArray< clas... |
GetAllLevelActorsComponents() |
Find all loaded ActorComponent own by an actor in the world editor. |
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UWorld * |
GetEditorWorld() |
Find the World in the world editor. |
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UWorld * |
GetGameWorld() |
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GetLevelViewportCameraInfo |
Gets information about the camera position for the primary level editor viewport. |
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TArray< clas... |
GetSelectedLevelActors() |
Find all loaded Actors that are selected in the world editor. |
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AActor * |
JoinStaticMeshActors ( |
Create a new Actor in the level that contains a duplicate of all the Actors Static Meshes Component. |
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LoadLevel ( |
Close the current Persistent Level (without saving it). Loads the specified level. |
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MergeStaticMeshActors ( |
Merge the meshes into a unique mesh with the provided StaticMeshActors. |
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NewLevel ( |
Close the current Persistent Level (without saving it). |
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NewLevelFromTemplate |
Close the current Persistent Level (without saving it). |
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PilotLevelActor ( |
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ReplaceMeshComponentsMaterials ( |
Find the references of the material MaterialToReplaced on all the MeshComponents provided and replace it by NewMaterial. |
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ReplaceMeshComponentsMaterialsOnActors ( |
Find the references of the material MaterialToReplaced on all the MeshComponents of all the Actors provided and replace it by NewMaterial. |
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ReplaceMeshComponentsMeshes ( |
Find the references of the mesh MeshToBeReplaced on all the MeshComponents provided and replace it by NewMesh. |
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ReplaceMeshComponentsMeshesOnActors ( |
Find the references of the mesh MeshToBeReplaced on all the MeshComponents of all the Actors provided and replace it by NewMesh. |
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SaveAllDirtyLevels() |
Saves all Level currently loaded by the World Editor. |
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SaveCurrentLevel() |
Saves the specified Level. Must already be saved at lease once to have a valid path. |
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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. |
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SetCurrentLevelByName ( |
Set the current level used by the world editor. |
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SetLevelViewportCameraInfo |
Sets information about the camera position for the primary level editor viewport. |
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SetSelectedLevelActors |
Clear the current world editor selection and select the provided actors. |
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AActor * |
SpawnActorFromClass ( |
Create an actor and place it in the world editor. |
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AActor * |
SpawnActorFromObject |
Create an actor and place it in the world editor. |