unreal.EditorUtilityLibrary

class unreal.EditorUtilityLibrary(outer=None, name='None')

Bases: unreal.BlueprintFunctionLibrary

Expose editor utility functions to Blutilities

C++ Source:

  • Module: Blutility

  • File: EditorUtilityLibrary.h

get_actor_reference(path_to_actor) Actor

Attempts to find the actor specified by PathToActor in the current editor world

Parameters

path_to_actor (str) – The path to the actor (e.g. PersistentLevel.PlayerStart)

Returns

A reference to the actor, or none if it wasn’t found

Return type

Actor

classmethod get_current_content_browser_path() str or None

Attempts to get the path for the active content browser, returns false if there is no active content browser

Returns

Whether a path was successfully returned

out_path (str): The returned path if successfully found

Return type

str or None

classmethod get_selected_asset_data()

Gets the set of currently selected asset data

Return type

Array(AssetData)

classmethod get_selected_assets()

Gets the set of currently selected assets

Return type

Array(Object)

classmethod get_selected_blueprint_classes()

Gets the set of currently selected classes

Return type

Array(type(Class))

classmethod 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

classmethod get_selection_set()

Get Selection Set

Return type

Array(Actor)

classmethod rename_asset(asset, new_name) None

Renames an asset (cannot move folders)

Parameters