Module |
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Header |
/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h |
Include |
#include "AssetSelection.h" |
struct FSelectedActorInfo
Generic information about the level selection set (actors or surfaces)
Name | Description | ||
---|---|---|---|
|
uint32: 1 |
bAllSelectedActorsBelongToCurrentLevel |
True if all selected actors belong to the current level |
|
uint32: 1 |
bAllSelectedActorsBelongToSameWorld |
True if all selected actors belong to the same world |
|
uint32: 1 |
bAllSelectedActorsOfSameType |
Are all the selected actors the same type |
|
uint32: 1 |
bAllSelectedAreBrushes |
Are all the selected actors brushes |
|
uint32: 1 |
bAllSelectedStaticMeshesHaveCollisionModels |
True if all selected actors have collision models |
|
uint32: 1 |
bHaveAttachedActor |
We have at least one actor that is attached to something |
|
uint32: 1 |
bHaveBrush |
True if a brush is in the selection |
|
uint32: 1 |
bHaveBSPBrush |
True if there is a bsp brush in the selection |
|
uint32: 1 |
bHaveBuilderBrush |
True if a builder brush is in the selection |
|
uint32: 1 |
bHaveEarlyAccessClass |
True if an early access actor (or actor containing such a component) is selected |
|
uint32: 1 |
bHaveEmitter |
True if an actor in the selection is an emitter |
|
uint32: 1 |
bHaveExperimentalClass |
True if an experimental actor (or actor containing such a component) is selected |
|
uint32: 1 |
bHaveHidden |
True if an actor in the selection is hidden |
|
uint32: 1 |
bHaveLandscape |
True if a landscape is in the selection |
|
uint32: 1 |
bHaveLight |
True if an actor in the selection is a light |
|
uint32: 1 |
bHaveMatinee |
True if an actor in the selection is a matinee actor |
|
uint32: 1 |
bHavePawn |
True if an actor in the selection is a pawn |
|
uint32: 1 |
bHaveSelectedLockedGroup |
True if a locked group is selected |
|
uint32: 1 |
bHaveSelectedSubGroup |
True if a sub-group is selected |
|
uint32: 1 |
bHaveSelectedUnlockedGroup |
True if an unlocked group is selected |
|
uint32: 1 |
bHaveSkeletalMesh |
True if an actor in the selection is a skeletal mesh |
|
uint32: 1 |
bHaveStaticMesh |
True if an actor in the selection is a static mesh |
|
uint32: 1 |
bHaveStaticMeshComponent |
True if an actor in the selection has a static mesh component |
|
uint32: 1 |
bHaveVolume |
True if a volume brush is in the selection |
|
uint32: 1 |
bSelectedActorsBelongToSameLevel |
True if all selected actors belong to the same level |
|
NumNavPoints |
How many nav points are selected |
|
|
NumSelected |
How many are selected |
|
|
NumSelectedUngroupedActors |
The number of selected actors that arent in a group |
|
|
NumSimulationChanges |
Number of properties of selected actors that are not yet propagated from the simulation world to the editor world |
|
|
UClass * |
SelectionClass |
The selected class type |
|
SelectionStr |
String representing the selected class |
|
|
ULevel * |
SharedLevel |
The level that is shared between all actors, or NULL if selected actors aren't in the same level |
|
UWorld * |
SharedWorld |
The world that is shared between all actors, or NULL if selected actors aren't in the same level |
Name | Description | |
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|
FSelectedActorInfo() |
Name | Description | ||
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HasConvertableAsset() |