unreal.EditorUtilitySubsystem

class unreal.EditorUtilitySubsystem(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: EditorSubsystem

Editor Utility Subsystem

C++ Source:

  • Module: Blutility

  • File: EditorUtilitySubsystem.h

Editor Properties: (see get_editor_property/set_editor_property)

  • on_begin_pie (OnEditorUtilityPIEEvent): [Read-Write] On Begin PIE: Expose Begin PIE to blueprints.

  • on_end_pie (OnEditorUtilityPIEEvent): [Read-Write] On End PIE: Expose End PIE to blueprints.

can_run(asset) bool

Can Run

Parameters:

asset (Object) –

Return type:

bool

close_tab_by_id(new_tab_id) bool

Given an ID for a tab, try to find and close an existing tab. Returns true if it found a tab to close.

Parameters:

new_tab_id (Name) –

Return type:

bool

does_tab_exist(new_tab_id) bool

Given an ID for a tab, try to find an existing tab. Returns true if it found a tab.

Parameters:

new_tab_id (Name) –

Return type:

bool

find_utility_widget_from_blueprint(blueprint) EditorUtilityWidget

Given an editor utility widget blueprint, get the widget it creates. This will return a null pointer if the widget is not currently in a tab.

Parameters:

blueprint (EditorUtilityWidgetBlueprint) –

Return type:

EditorUtilityWidget

property on_begin_pie: OnEditorUtilityPIEEvent

[Read-Write] On Begin PIE: Expose Begin PIE to blueprints.

Type:

(OnEditorUtilityPIEEvent)

property on_end_pie: OnEditorUtilityPIEEvent

[Read-Write] On End PIE: Expose End PIE to blueprints.

Type:

(OnEditorUtilityPIEEvent)

register_and_execute_task(new_task, optional_parent_task=None) None

Register and Execute Task

Parameters:
register_tab_and_get_id(blueprint) Name

Register Tab and Get ID

Parameters:

blueprint (EditorUtilityWidgetBlueprint) –

Returns:

new_tab_id (Name):

Return type:

Name

release_instance_of_asset(asset) None

Allow startup object to be garbage collected

Parameters:

asset (Object) –

spawn_and_register_tab(blueprint) EditorUtilityWidget

Spawn and Register Tab

Parameters:

blueprint (EditorUtilityWidgetBlueprint) –

Return type:

EditorUtilityWidget

spawn_and_register_tab_and_get_id(blueprint) -> (EditorUtilityWidget, new_tab_id=Name)

Spawn and Register Tab and Get ID

Parameters:

blueprint (EditorUtilityWidgetBlueprint) –

Returns:

new_tab_id (Name):

Return type:

Name

spawn_and_register_tab_with_id(blueprint, tab_id) EditorUtilityWidget

Unlike SpawnAndRegisterTabAndGetID allows spawn tab while providing TabID from Python scripts or BP

Parameters:
Return type:

EditorUtilityWidget

spawn_registered_tab_by_id(new_tab_id) bool

Given an ID for a tab, try to find a tab spawner that matches, and then spawn a tab. Returns true if it was able to find a matching tab spawner

Parameters:

new_tab_id (Name) –

Return type:

bool

try_run(asset) bool

Try Run

Parameters:

asset (Object) –

Return type:

bool