unreal.LayersSubsystem

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

Bases: EditorSubsystem

Layers Subsystem

C++ Source:

  • Module: UnrealEd

  • File: LayersSubsystem.h

add_actor_to_layer(actor, layer_name) bool

Adds the actor to the named layer.

Parameters:
  • actor (Actor) – The actor to add to the named layer

  • layer_name (Name) – The name of the layer to add the actor to

Returns:

true if the actor was added. false is returned if the actor already belongs to the layer.

Return type:

bool

add_actor_to_layers(actor, layer_names) bool

Adds the provided actor to the named layers.

Parameters:
  • actor (Actor) – The actor to add to the provided layers

  • layer_names (Array[Name]) – A valid list of layer names.

Returns:

true if the actor was added to at least one of the provided layers.

Return type:

bool

add_actors_to_layer(actors, layer_name) bool

Add the actors to the named layer

Parameters:
  • actors (Array[Actor]) – The actors to add to the named layer

  • layer_name (Name) – The name of the layer to add to

Returns:

true if at least one actor was added to the layer. false is returned if all the actors already belonged to the layer.

Return type:

bool

add_actors_to_layers(actors, layer_names) bool

Add the actors to the named layers

Parameters:
  • actors (Array[Actor]) – The actors to add to the named layers

  • layer_names (Array[Name]) – A valid list of layer names.

Returns:

true if at least one actor was added to at least one layer. false is returned if all the actors already belonged to all specified layers.

Return type:

bool

add_all_layer_names_to() Array[Name]

Gets all known layers and appends their names to the provide array

Returns:

out_layer_names (Array[Name]):

Return type:

Array[Name]

add_all_layers_to() Array[Layer]

Gets all known layers and appends them to the provided array

Returns:

out_layers (Array[Layer]):

Return type:

Array[Layer]

add_level_layer_information(level) None

Aggregates any information regarding layers associated with the level and it contents

Parameters:

level (Level) – The process

add_selected_actors_to_layer(layer_name) bool

Adds selected actors to the named layer.

Parameters:

layer_name (Name) – A layer name.

Returns:

true if at least one actor was added. false is returned if all selected actors already belong to the named layer.

Return type:

bool

add_selected_actors_to_layers(layer_names) bool

Adds selected actors to the named layers.

Parameters:

layer_names (Array[Name]) – A valid list of layer names.

Returns:

true if at least one actor was added. false is returned if all selected actors already belong to the named layers.

Return type:

bool

append_actors_from_layer(layer_name) Array[Actor]

Appends all the actors associated with the specified layer.

Parameters:

layer_name (Name) – The layer to find actors for.

Returns:

out_actors (Array[Actor]): The list to append the found actors to.

Return type:

Array[Actor]

append_actors_from_layers(layer_names) Array[Actor]

Appends all the actors associated with ANY of the specified layers.

Parameters:

layer_names (Array[Name]) – The layers to find actors for.

Returns:

out_actors (Array[Actor]): The list to append the found actors to.

Return type:

Array[Actor]

create_layer(layer_name) Layer

Creates a ULayer Object for the named layer

Parameters:

layer_name (Name) – The name of the layer to create

Returns:

The newly created ULayer Object for the named layer

Return type:

Layer

delete_layer(layer_to_delete) None

Deletes the provided layer, disassociating all actors from them

Parameters:

layer_to_delete (Name) – A valid layer name

delete_layers(layers_to_delete) None

Deletes all of the provided layers, disassociating all actors from them

Parameters:

layers_to_delete (Array[Name]) – A valid list of layer names.

disassociate_actor_from_layers(actor) bool

Disassociates an Actor’s layers from the layer system, general used before deleting the Actor

Parameters:

actor (Actor) – The actor to disassociate from the layer system

Return type:

bool

disassociate_actors_from_layers(actors) bool

Disassociates actors from the layer system, generally used before deleting the Actors

Parameters:

actors (Array[Actor]) – The actors to disassociate from the layer system

Return type:

bool

editor_map_change() None

Delegate handler for FEditorDelegates::MapChange. It internally calls LayersChanged.Broadcast.

editor_refresh_layer_browser() None

Delegate handler for FEditorDelegates::RefreshLayerBrowser. It internally calls UpdateAllActorsVisibility to refresh the actors of each layer.

get_actors_from_layer(layer_name) Array[Actor]

Gets all the actors associated with the specified layer. Analog to AppendActorsFromLayer but it returns rather than appends the actors.

Parameters:

layer_name (Name) – The layer to find actors for.

Returns:

The list to assign the found actors to.

Return type:

Array[Actor]

get_actors_from_layers(layer_names) Array[Actor]

Gets all the actors associated with ANY of the specified layers. Analog to AppendActorsFromLayers but it returns rather than appends the actors.

Parameters:

layer_names (Array[Name]) – The layers to find actors for.

Returns:

The list to assign the found actors to.

Return type:

Array[Actor]

get_layer(layer_name) Layer

Gets the ULayer Object of the named layer

Parameters:

layer_name (Name) – The name of the layer whose ULayer Object is returned

Returns:

The ULayer Object of the provided layer name

Return type:

Layer

get_selected_actors() Array[Actor]

Find and return the selected actors.

Returns:

The selected AActor’s as a TArray.

Return type:

Array[Actor]

get_world() World

Get the current UWorld object.

Returns:

The UWorld* object

Return type:

World

initialize_new_actor_layers(actor) bool

Synchronizes an newly created Actor’s layers with the layer system

Parameters:

actor (Actor) – The actor to initialize

Return type:

bool

is_actor_valid_for_layer(actor) bool

Checks to see if the specified actor is in an appropriate state to interact with layers

Parameters:

actor (Actor) – The actor to validate

Return type:

bool

is_layer(layer_name) bool

Checks whether the ULayer Object of the provided layer name exists.

Parameters:

layer_name (Name) – The name of the layer whose ULayer Object to retrieve

Returns:

If true a valid ULayer Object was found; if false, a valid ULayer object was not found

Return type:

bool

make_all_layers_visible() None

Set the visibility of all layers to true

remove_actor_from_layer(actor, layer_to_remove, update_stats=True) bool

Removes an actor from the specified layer.

Parameters:
  • actor (Actor) – The actor to remove from the provided layer

  • layer_to_remove (Name) – The name of the layer to remove the actor from

  • update_stats (bool) –

Returns:

true if the actor was removed from the layer. false is returned if the actor already belonged to the layer.

Return type:

bool

remove_actor_from_layers(actor, layer_names, update_stats=True) bool

Removes the provided actor from the named layers.

Parameters:
  • actor (Actor) – The actor to remove from the provided layers

  • layer_names (Array[Name]) – A valid list of layer names.

  • update_stats (bool) –

Returns:

true if the actor was removed from at least one of the provided layers.

Return type:

bool

remove_actors_from_layer(actors, layer_name, update_stats=True) bool

Removes the actors from the specified layer.

Parameters:
  • actors (Array[Actor]) – The actors to remove from the provided layer

  • layer_name (Name) –

  • update_stats (bool) –

Returns:

true if at least one actor was removed from the layer. false is returned if all the actors already belonged to the layer.

Return type:

bool

remove_actors_from_layers(actors, layer_names, update_stats=True) bool

Remove the actors to the named layers

Parameters:
  • actors (Array[Actor]) – The actors to remove to the named layers

  • layer_names (Array[Name]) – A valid list of layer names.

  • update_stats (bool) –

Returns:

true if at least one actor was removed from at least one layer. false is returned if none of the actors belonged to any of the specified layers.

Return type:

bool

remove_level_layer_information(level) None

Purges any information regarding layers associated with the level and it contents

Parameters:

level (Level) – The process

remove_selected_actors_from_layer(layer_name) bool

Removes the selected actors from the named layer.

Parameters:

layer_name (Name) – A layer name.

Returns:

true if at least one actor was added. false is returned if all selected actors already belong to the named layer.

Return type:

bool

remove_selected_actors_from_layers(layer_names) bool

Removes selected actors from the named layers.

Parameters:

layer_names (Array[Name]) – A valid list of layer names.

Returns:

true if at least one actor was removed.

Return type:

bool

rename_layer(original_layer_name, new_layer_name) bool

Renames the provided originally named layer to the provided new name

Parameters:
  • original_layer_name (Name) – The name of the layer to be renamed

  • new_layer_name (Name) – The new name for the layer to be renamed

Return type:

bool

select_actors_in_layer(layer_name, select, notify, select_even_if_hidden=False) bool

Selects/de-selects actors belonging to the named layer.

Parameters:
  • layer_name (Name) – A valid layer name.

  • select (bool) – If true actors are selected; if false, actors are deselected.

  • notify (bool) – If true the Editor is notified of the selection change; if false, the Editor will not be notified.

  • select_even_if_hidden (bool) – [optional] If true even hidden actors will be selected; if false, hidden actors won’t be selected.

Returns:

true if at least one actor was selected/deselected.

Return type:

bool

select_actors_in_layers(layer_names, select, notify, select_even_if_hidden=False) bool

Selects/de-selects actors belonging to the named layers.

Parameters:
  • layer_names (Array[Name]) – A valid list of layer names.

  • select (bool) – If true actors are selected; if false, actors are deselected.

  • notify (bool) – If true the Editor is notified of the selection change; if false, the Editor will not be notified

  • select_even_if_hidden (bool) – [optional] If true even hidden actors will be selected; if false, hidden actors won’t be selected.

Returns:

true if at least one actor was selected/deselected.

Return type:

bool

set_layer_visibility(layer_name, is_visible) None

Changes the named layer’s visibility to the provided state

Parameters:
  • layer_name (Name) – The name of the layer to affect.

  • is_visible (bool) – If true the layer will be visible; if false, the layer will not be visible.

set_layers_visibility(layer_names, is_visible) None

Changes visibility of the named layers to the provided state

Parameters:
  • layer_names (Array[Name]) – The names of the layers to affect

  • is_visible (bool) – If true the layers will be visible; if false, the layers will not be visible

toggle_layer_visibility(layer_name) None

Toggles the named layer’s visibility

Parameters:

layer_name (Name) – The name of the layer to affect

toggle_layers_visibility(layer_names) None

Toggles the visibility of all of the named layers

Parameters:

layer_names (Array[Name]) – The names of the layers to affect

try_get_layer(layer_name) Layer or None

Attempts to get the ULayer Object of the provided layer name.

Parameters:

layer_name (Name) – The name of the layer whose ULayer Object to retrieve

Returns:

If true a valid ULayer Object was found and set to OutLayer; if false, a valid ULayer object was not found and invalid set to OutLayer

out_layer (Layer):

Return type:

Layer or None

update_actor_all_views_visibility(actor) None

Updates per-view visibility for the given actor for all views

Parameters:

actor (Actor) – Actor to update

update_actor_visibility(actor, notify_selection_change, redraw_viewports) (out_selection_changed=bool, out_actor_modified=bool) or None

Updates the provided actors visibility in the viewports

Parameters:
  • actor (Actor) – Actor to update

  • notify_selection_change (bool) – If true the Editor is notified of the selection change; if false, the Editor will not be notified

  • redraw_viewports (bool) – If true the viewports will be redrawn; if false, they will not

Returns:

out_selection_changed (bool): [OUT] Whether the Editors selection changed

out_actor_modified (bool): [OUT] Whether the actor was modified

Return type:

tuple or None

update_all_actors_visibility(notify_selection_change, redraw_viewports) bool

Updates the visibility of all actors in the viewports

Parameters:
  • notify_selection_change (bool) – If true the Editor is notified of the selection change; if false, the Editor will not be notified

  • redraw_viewports (bool) – If true the viewports will be redrawn; if false, they will not

Return type:

bool

update_all_view_visibility(layer_that_changed) None

Updates the visibility for all actors for all views.

Parameters:

layer_that_changed (Name) – If one layer was changed (toggled in view pop-up, etc), then we only need to modify actors that use that layer.