Visual Dataprep Selection Reference

Details on the ways you can filter and select scene elements in Visual Dataprep steps.

Windows
MacOS
Linux

This page describes each of the Select By blocks that you can use in the Visual Dataprep system to identify scene elements that you want to carry out operations on.

Each type of Select By block offers a different set of criteria that you can fill in. When the Visual Dataprep system carries out each action in your Dataprep graph, it at first assumes that all operations defined in that action should apply to all Actors and all Assets in the imported scene. However, if your action contains any of the Select By blocks described on this page, the Visual Dataprep system checks each of those scene elements to see if it matches the criteria you've set up in the Select By block. If the scene element doesn't satisfy your criteria, the Visual Dataprep system removes that element from the list of scene elements it applies operations to for the current action. For more background information, see the Visual Dataprep Overview .

For information about the operations you can carry out on the scene elements identified by your Select By criteria, see the Visual Dataprep Operation Reference .

Inverting Filter Logic

You can invert any Select By block to turn it into an Exclude By block. This reverses the selection logic, so that the operations in the same step will apply only to the set of scene elements that do not match the criteria you set.

To do this, right-click the block and select Filter > Inverse Selection from the contextual menu.

Select By Condition

Select By Condition blocks select a scene element only if a given condition is true for that element.

Is Class Of

Use the Is Class Of block to select a scene element only if its Class after import into Unreal Engine matches the Class name that you specify in the Class setting.

Is Class Of

Setting

Description

Class

The Class that all scene elements have to match in order to be selected by this block.

Should Include Child Class

Determines whether this block should consider a scene element to match successfully if its Unreal Engine Class is derived from the Class you set in the Class setting.

  • Enabled by default, the block will accept any scene elements whose Class derives from the Class you specify in the Class setting.

  • If you disable this setting, the block will only accept scene elements whose Class matches the Class setting exactly.

For example, suppose that you set the Class setting to Actor, and a scene element being considered has the Class StaticMeshActor. In this case, StaticMeshActor inherits from the base Actor Class, so the Is Class Of block will select that scene element only if the Should Include Child Class setting is enabled.

Select By Float

Select By Float blocks select scene elements only if some numeric property of those scene elements is Less Than, Greater Than, or Is Nearly Equal to a given threshold value.

Select By Float blocks consider two numbers to be Is Nearly Equal if the difference between them is less than 0.0001.

Bounding Volume

Use the Bounding Volume block to select a scene element only if it has extents in 3D space (and therefore a bounding box), and only if the total volume of that bounding box satisfies the comparison you specify in the settings.

Bounding Volume

Setting

Description

Dropdown Menu

The type of mathematical comparison you want to carry out between the bounding volume of the object and the volume you specify: Less Than, Greater Than, or Is Nearly Equal.

Float Value

The volume that you want to compare your object's bounding volume against, in cubic centimeters.

For example, suppose a Static Mesh has a bounding volume that is 100 centimeters by 100 centimeters. The volume of its bounding box is 100x100, or 10000 cubic centimeters. Therefore, this block would select that Static Mesh if you set it to Less Than any number larger than 10000, or Greater Than any number below 10000.

Select By String

Select By String blocks select scene elements only if a given string property of those scene elements match a string pattern that you specify.

These blocks offer four string comparisons:

Setting

Description

Contains

The comparison is successful if the string you provide is contained in its entirety anywhere within the value of the string property of the scene element being considered. You can't use any wildcards in this type of comparison; * and ? characters are treated literally.

Matches Wildcard

The comparison is successful if the entire length of the string you provide matches the entire length of the string property of the scene element being considered, using the following wildcard characters:

  • An asterisk (*) in the pattern can stand in for any number of characters in the string property.

  • A question mark (?) in the pattern can stand in for zero or one characters in the string property.

The pattern must match the whole length of the string. If you want to provide a partial string that might occur anywhere within the value of the string property you are comparing against, start and end your string pattern with an asterisk (*). For example, if the string property value is MyActorName, then the pattern A*tor will not match, but A*tor will.

Exact Match

The comparison is only successful if the string you provide is an exact match for the value of the string property of the scene element being considered. It must be the same length, and it must contain the same set of characters all in the same order.

Actor Label

Use the Actor Label block to select Actors in the Dataprep preview scene—that is, any items shown in the World Outliner Preview panel—only if the string that you specify matches the names that you see assigned to those Actors in the World Outliner Preview.

Actor Label

Setting

Description

Dropdown Menu

The type of string comparison you want to carry out between the Actor's label and the string you provide. See Select By String above for details.

Actor Label (String) Box

The string pattern you want to test against the Actor's label.

Has Actor Tag

Use the Has Actor Tag block to select a scene element only if it possesses the Actor tag you specify in the Tag setting.

Has Actor Tag

Setting

Description

Dropdown Menu

The type of string comparison you want to carry out between the Actor's label and the string you provide. See Select By String above for details.

Tag (String) Box

The name of the tag that you want to look for.

Only Actors that have a tag that exactly matches this value will be selected.

For example, if your Actor is imported with the following set of tags:

Actor Tags list showing technical information from 3ds Max

You could select this Actor in your Has Actor Tag block by setting the value of the Key setting to Max.superclassof: GeometryClass, Max.classof: EditablePolyMesh, Max.handle: 407, or any other value shown in the list above.

For more information on the Actor tags imported by Datasmith, see About the Datasmith Import Process .

Metadata Value

Use the Metadata Value block to select Actors in the Dataprep preview scene—that is, any items shown in the World Outliner Preview panel—only if the Actor has Datasmith Metadata with the Key you specify in the settings, and the value of that Datasmith Metadata key matches the string value you provide in the settings.

Metadata Value

Setting

Description

Dropdown Menu

The type of string comparison you want to carry out between the Actor's Datasmith Metadata value and the string you provide. See Select By String above for details.

Metadata (String) Box

The string pattern you want to test against the Actor's Datasmith Metadata value.

Key Box

The name of the key that you want to look for in the Actor's Datasmith Metadata.

For example, suppose that you have an Actor that is assigned the following set of Datasmith Metadata after import:

DatasmithUserData-metadatakey.png

If you set the Key value to Category, you could select this Actor by choosing the Contains operation and setting the string pattern in the third column to Floor or Floors.

For more about Datasmith Metadata, see Using Datasmith Metadata .

Object Name

Use the Object Name block to select Assets—that is, Static Meshes, Textures, Materials, and Animations listed in the Content Browser Preview panel—only if the string you specify matches the names that you see assigned to those Assets in the Content Browser Preview.

Object Name

Setting

Description

Dropdown Menu

The type of string comparison you want to carry out between the scene element's name and the string you provide. See Select By String above for details.

Object Name (String) Box

The string pattern you want to test against the object's name.

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback