| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/UnrealEd/Classes/Editor/GroupActor.h |
Include |
#include "Editor/GroupActor.h" |
class AGroupActor : public AActor
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AGroupActor ( |
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Add ( |
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AddSelectedActorsToSelectedGroup() |
Adds selected ungrouped actors to a selected group. |
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CenterGroupLocation() |
Sets this group's location to the center point based on current location of its children. |
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ClearAndRemove() |
Detaches all children (actors and subgroups) from this group and then removes it. |
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Contains ( |
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DrawBracketsForGroups ( |
Draw brackets around all selected groups |
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GetActorNum() |
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GetAllChildren |
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GetGroupActors |
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AGroupActor ... |
GetParentForActor ( |
Returns the direct parent for the actor or null if one is not found. |
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AGroupActor ... |
GetRootForActor |
Returns the highest found root for the given actor or null if one is not found. |
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GetSubGroups ( |
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GroupApplyDelta |
Apply given deltas to all actors and subgroups for this group. |
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GroupApplyDelta ( |
Apply given deltas to all actors and subgroups for this group. |
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HasSelectedActors ( |
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IsLocked() |
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IsSelected() |
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Lock() |
Lock this group and all subgroups. |
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LockSelectedGroups() |
Locks the lowest selected groups in the current selection. |
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const int32 |
NumActiveGroups |
Query to find how many active groups are currently in the editor. |
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Remove ( |
Removes the given actor from this group. |
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RemoveSubGroupsFromArray ( |
Changes the given array to remove any existing subgroups |
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SelectGroupsInSelection() |
Reselects any valid groups based on current editor selection |
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ToggleGroupMode() |
Toggle group mode |
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Unlock() |
Unlock this group |
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UnlockSelectedGroups() |
Unlocks the highest locked parent groups for actors in the current selection. |
Name | Description | ||
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InvalidateLightingCacheDetailed ( |
Invalidates anything produced by the last lighting build. |
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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. |
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PostEditMove ( |
Called after an actor has been moved in the editor |
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SetIsTemporarilyHiddenInEditor ( |
Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session |
Name | Description | ||
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Modify ( |
That the object will be modified. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostEditUndo() |
Called after applying a transaction to the object. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |