unreal.GlobalEditorUtilityBase?

class unreal.GlobalEditorUtilityBase(outer=None, name='None')?

Bases: unreal.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] 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
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

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

Returns:
Return type:EditorPerProjectUserSettings
get_selected_assets() -> Array(Object)?

Gets the set of currently selected assets

Returns:
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

Returns:
Return type:Array(Actor)
help_text?

(str) – [Read-Write] Help Text

on_default_action_clicked() → None?

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

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

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) –