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FSelectedActorInfo

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Syntax

struct FSelectedActorInfo

Remarks

Generic information about the level selection set (actors or surfaces)

Variables

Name Description

Public variable

uint32 : 1

 

bAllSelectedActorsBelongToCurrentLevel

True if all selected actors belong to the current level

Public variable

uint32 : 1

 

bAllSelectedActorsBelongToSameWorld

True if all selected actors belong to the same world

Public variable

uint32 : 1

 

bAllSelectedActorsOfSameType

Are all the selected actors the same type

Public variable

uint32 : 1

 

bAllSelectedAreBrushes

Are all the selected actors brushes

Public variable

uint32 : 1

 

bAllSelectedStaticMeshesHaveCollisionModels

True if all selected actors have collision models

Public variable

uint32 : 1

 

bHaveAttachedActor

We have at least one actor that is attached to something

Public variable

uint32 : 1

 

bHaveBrush

True if a brush is in the selection

Public variable

uint32 : 1

 

bHaveBSPBrush

True if there is a bsp brush in the selection

Public variable

uint32 : 1

 

bHaveBuilderBrush

True if a builder brush is in the selection

Public variable

uint32 : 1

 

bHaveEarlyAccessClass

True if an early access actor (or actor containing such a component) is selected

Public variable

uint32 : 1

 

bHaveEmitter

True if an actor in the selection is an emitter

Public variable

uint32 : 1

 

bHaveExperimentalClass

True if an experimental actor (or actor containing such a component) is selected

Public variable

uint32 : 1

 

bHaveHidden

True if an actor in the selection is hidden

Public variable

uint32 : 1

 

bHaveLandscape

True if a landscape is in the selection

Public variable

uint32 : 1

 

bHaveLight

True if an actor in the selection is a light

Public variable

uint32 : 1

 

bHaveMatinee

True if an actor in the selection is a matinee actor

Public variable

uint32 : 1

 

bHavePawn

True if an actor in the selection is a pawn

Public variable

uint32 : 1

 

bHaveSelectedLockedGroup

True if a locked group is selected

Public variable

uint32 : 1

 

bHaveSelectedSubGroup

True if a sub-group is selected

Public variable

uint32 : 1

 

bHaveSelectedUnlockedGroup

True if an unlocked group is selected

Public variable

uint32 : 1

 

bHaveSkeletalMesh

True if an actor in the selection is a skeletal mesh

Public variable

uint32 : 1

 

bHaveStaticMesh

True if an actor in the selection is a static mesh

Public variable

uint32 : 1

 

bHaveStaticMeshComponent

True if an actor in the selection has a static mesh component

Public variable

uint32 : 1

 

bHaveVolume

True if a volume brush is in the selection

Public variable

uint32 : 1

 

bSelectedActorsBelongToSameLevel

True if all selected actors belong to the same level

Public variable

uint32

 

NumNavPoints

How many nav points are selected

Public variable

uint32

 

NumSelected

How many are selected

Public variable

uint32

 

NumSelectedUngroupedActors

The number of selected actors that arent in a group

Public variable

uint32

 

NumSimulationChanges

Number of properties of selected actors that are not yet propagated from the simulation world to the editor world

Public variable

UClass *

 

SelectionClass

The selected class type

Public variable

FString

 

SelectionStr

String representing the selected class

Public variable

ULevel *

 

SharedLevel

The level that is shared between all actors, or NULL if selected actors aren't in the same level

Public variable

UWorld *

 

SharedWorld

The world that is shared between all actors, or NULL if selected actors aren't in the same level

Constructors

Name Description

Public function

FSelectedActorInfo()

Functions

Name Description

Public function

bool

 

HasConvertableAsset()

True if the selection set has an actor that can be converted to a different actor

References

Module

UnrealEd

Header

Editor/UnrealEd/Public/AssetSelection.h