unreal.EditorActorSubsystem
¶
- class unreal.EditorActorSubsystem(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
EditorSubsystem
UEditorActorUtilitiesSubsystem Subsystem for exposing actor related utilities to scripts,
C++ Source:
Module: UnrealEd
File: EditorActorSubsystem.h
Editor Properties: (see get_editor_property/set_editor_property)
on_delete_actors_begin
(OnDeleteActorsBegin): [Read-Write]on_delete_actors_end
(OnDeleteActorsEnd): [Read-Write]on_duplicate_actors_begin
(OnEditCutActorsBegin): [Read-Write]on_duplicate_actors_end
(OnDuplicateActorsEnd): [Read-Write]on_edit_copy_actors_begin
(OnEditCopyActorsBegin): [Read-Write]on_edit_copy_actors_end
(OnEditCopyActorsEnd): [Read-Write]on_edit_cut_actors_begin
(OnEditCutActorsBegin): [Read-Write]on_edit_cut_actors_end
(OnEditCutActorsEnd): [Read-Write]on_edit_paste_actors_begin
(OnEditPasteActorsBegin): [Read-Write]on_edit_paste_actors_end
(OnEditPasteActorsEnd): [Read-Write]on_new_actors_dropped
(OnEditNewActorsDropped): [Read-Write]on_new_actors_placed
(OnEditNewActorsPlaced): [Read-Write]
- convert_actors(actors, actor_class, static_mesh_package_path) Array[Actor] ¶
Replace in the level all Actors provided with a new actor of type ActorClass. Destroy all Actors provided.
- Parameters:
- Return type:
- delete_selected_actors(world) None ¶
Delete all the selected actors in the given world
- Parameters:
world (World) – The world the actors are selected in.
- destroy_actor(actor_to_destroy) bool ¶
Destroy the actor from the world editor. Notify the Editor that the actor got destroyed.
- destroy_actors(actors_to_destroy) bool ¶
Destroy the actors from the world editor. Notify the Editor that the actor got destroyed.
- duplicate_actor(actor_to_duplicate, to_world=None, offset=[0.000000, 0.000000, 0.000000]) Actor ¶
Duplicate an actor from the world editor.
- duplicate_actors(actors_to_duplicate, to_world=None, offset=[0.000000, 0.000000, 0.000000]) Array[Actor] ¶
Duplicate actors from the world editor.
- duplicate_selected_actors(world) None ¶
Duplicate all the selected actors in the given world
- Parameters:
world (World) – The world the actors are selected in.
- get_actor_reference(path_to_actor) Actor ¶
Attempts to find the actor specified by PathToActor in the current editor world
- get_all_level_actors() Array[Actor] ¶
Find all loaded Actors in the world editor. Exclude actor that are pending kill, in PIE, PreviewEditor, …
- get_all_level_actors_components() Array[ActorComponent] ¶
Find all loaded ActorComponent own by an actor in the world editor. Exclude actor that are pending kill, in PIE, PreviewEditor, …
- Returns:
List of found ActorComponent
- Return type:
- get_selected_level_actors() Array[Actor] ¶
Find all loaded Actors that are selected in the world editor. Exclude actor that are pending kill, in PIE, PreviewEditor, …
- invert_selection(world) None ¶
Invert the selection in the given world
- Parameters:
world (World) – The world the selection is in.
- property on_delete_actors_begin: OnDeleteActorsBegin¶
[Read-Write]
- Type:
- property on_delete_actors_end: OnDeleteActorsEnd¶
[Read-Write]
- Type:
- property on_duplicate_actors_begin: OnEditCutActorsBegin¶
[Read-Write]
- Type:
- property on_duplicate_actors_end: OnDuplicateActorsEnd¶
[Read-Write]
- Type:
- property on_edit_copy_actors_begin: OnEditCopyActorsBegin¶
[Read-Write]
- Type:
- property on_edit_copy_actors_end: OnEditCopyActorsEnd¶
[Read-Write]
- Type:
- property on_edit_cut_actors_begin: OnEditCutActorsBegin¶
[Read-Write]
- Type:
- property on_edit_cut_actors_end: OnEditCutActorsEnd¶
[Read-Write]
- Type:
- property on_edit_paste_actors_begin: OnEditPasteActorsBegin¶
[Read-Write]
- Type:
- property on_edit_paste_actors_end: OnEditPasteActorsEnd¶
[Read-Write]
- Type:
- property on_new_actors_dropped: OnEditNewActorsDropped¶
[Read-Write]
- Type:
- property on_new_actors_placed: OnEditNewActorsPlaced¶
[Read-Write]
- Type:
- select_all(world) None ¶
Select all actors and BSP models in the given world, except those which are hidden
- Parameters:
world (World) – The world the actors are to be selected in.
- select_all_children(recurse_children) None ¶
Select all children actors of the current selection.
- Parameters:
recurse_children (bool) – True to recurse through all descendants of the children
- set_actor_selection_state(actor, should_be_selected) None ¶
Set the selection state for the selected actor
- set_actor_transform(actor, world_transform) bool ¶
Sets the world transform of the given actor, if possible.
- set_component_transform(scene_component, world_transform) bool ¶
Sets the world transform of the given component, if possible.
- Parameters:
scene_component (SceneComponent) –
world_transform (Transform) –
- Returns:
false if the world transform could not be set.
- Return type:
- set_selected_level_actors(actors_to_select) None ¶
Clear the current world editor selection and select the provided actors. Exclude actor that are pending kill, in PIE, PreviewEditor, …
- spawn_actor_from_class(actor_class, location, rotation=[0.000000, 0.000000, 0.000000], transient=False) Actor ¶
Create an actor and place it in the world editor. Can be created from a Blueprint or a Class. The actor will be created in the current level and will be selected.
- spawn_actor_from_object(object_to_use, location, rotation=[0.000000, 0.000000, 0.000000], transient=False) Actor ¶
Create an actor and place it in the world editor. The Actor can be created from a Factory, Archetype, Blueprint, Class or an Asset. The actor will be created in the current level and will be selected.