unreal.GlobalEditorUtilityBase

class unreal.GlobalEditorUtilityBase(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Global Editor Utility Base

C++ Source:

  • Module: Blutility

  • File: GlobalEditorUtilityBase.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]

  • 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

property auto_run_default_action: bool

[Read-Only] Should this blueprint automatically run OnDefaultActionClicked, or should it open up a details panel to edit properties and/or offer multiple buttons

Type:

(bool)

clear_actor_selection_set() None

Remove all actors from the selection set

for_each_selected_actor() None

Calls OnEachSelectedActor for each selected actor

for_each_selected_asset() None

Calls OnEachSelectedAsset for each selected asset

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

get_editor_user_settings() EditorPerProjectUserSettings

Get Editor User Settings

Return type:

EditorPerProjectUserSettings

get_selected_assets() Array[Object]

Gets the set of currently selected assets

Return type:

Array[Object]

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

get_selection_set() Array[Actor]

Get Selection Set

Return type:

Array[Actor]

property help_text: str

[Read-Write]

Type:

(str)

on_default_action_clicked() None

The default action called when the blutility is invoked if bAutoRunDefaultAction=true (it is never called otherwise)

property on_each_selected_actor: ForEachActorIteratorSignature

[Read-Write] The method called for each selected actor when ForEachSelectedActor is called

Type:

(ForEachActorIteratorSignature)

property on_each_selected_asset: ForEachAssetIteratorSignature

[Read-Write] The method called for each selected asset when ForEachSelectedAsset is called

Type:

(ForEachAssetIteratorSignature)

rename_asset(asset, new_name) None

Renames an asset (cannot move folders)

Parameters:
select_nothing() None

Selects nothing in the editor (another way to clear the selection)

set_actor_selection_state(actor, should_be_selected) None

Set the selection state for the selected actor

Parameters:
  • actor (Actor) –

  • should_be_selected (bool) –