unreal.GlobalEditorUtilityBase
¶
-
class
unreal.
GlobalEditorUtilityBase
(outer=None, name='None')¶ Bases:
unreal.Object
Global Editor Utility Base
C++ Source:
Module: Blutility
File: GlobalEditorUtilityBase.h
Editor Properties: (see get_editor_property/set_editor_property)
auto_run_default_action
(bool): [Read-Write] Should this blueprint automatically run OnDefaultActionClicked, or should it open up a details panel to edit properties and/or offer multiple buttonshelp_text
(str): [Read-Write] Help Texton_each_selected_actor
(ForEachActorIteratorSignature): [Read-Write] The method called for each selected actor when ForEachSelectedActor is calledon_each_selected_asset
(ForEachAssetIteratorSignature): [Read-Write] The method called for each selected asset when ForEachSelectedAsset is called
-
property
auto_run_default_action
¶ [Read-Only] Should this blueprint automatically run OnDefaultActionClicked, or should it open up a details panel to edit properties and/or offer multiple buttons
- Type
(bool)
-
get_actor_reference
(path_to_actor) → Actor¶ Attempts to find the actor specified by PathToActor in the current editor world
-
get_editor_user_settings
() → EditorPerProjectUserSettings¶ Get Editor User Settings
- Returns
- Return type
-
get_selection_bounds
() -> (origin=Vector, box_extent=Vector, sphere_radius=float)¶ Get Selection Bounds
- Returns
origin (Vector):
box_extent (Vector):
sphere_radius (float):
- Return type
tuple
-
on_default_action_clicked
() → None¶ The default action called when the blutility is invoked if bAutoRunDefaultAction=true (it is never called otherwise)
-
property
on_each_selected_actor
¶ [Read-Write] The method called for each selected actor when ForEachSelectedActor is called
-
property
on_each_selected_asset
¶ [Read-Write] The method called for each selected asset when ForEachSelectedAsset is called