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

Bases: unreal.GlobalEditorUtilityBase

Base class for all asset action-related utilities Any functions/events that are exposed on derived classes that have the correct signature will be included as menu options when right-clicking on a group of assets int he content browser.

C++ Source:

  • Module: Blutility
  • File: AssetActionUtility.h

Editor Properties: (see get_editor_property/set_editor_property)

  • auto_run_default_action (bool): [Read-Write] Should this blueprint automatically run OnDefaultActionClicked, or should it open up a details panel to edit properties and/or offer multiple buttons
  • help_text (str): [Read-Write] Help Text
  • on_each_selected_actor (ForEachActorIteratorSignature): [Read-Write] The method called for each selected actor when ForEachSelectedActor is called
  • on_each_selected_asset (ForEachAssetIteratorSignature): [Read-Write] The method called for each selected asset when ForEachSelectedAsset is called
get_supported_class() -> type(Class)

Return the class that this asset action supports

Return type:type(Class)