unreal.ActorGroupingUtils

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

Bases: Object

Helper class for grouping actors in the level editor

C++ Source:

  • Module: UnrealEd

  • File: ActorGroupingUtils.h

add_selected_to_group() None

Activates “Add to Group” mode which allows the user to select a group to append current selection

classmethod get() ActorGroupingUtils

Convenience method for accessing grouping utils in a blueprint or script

Return type:

ActorGroupingUtils

group_actors(actors_to_group) GroupActor

Creates a new group from the provided list of actors removing the actors from any existing groups they are already in

Parameters:

actors_to_group (Array[Actor]) –

Return type:

GroupActor

group_selected() GroupActor

Creates a new group from the current selection removing the actors from any existing groups they are already in

Return type:

GroupActor

classmethod is_grouping_active() bool

Is Grouping Active

Return type:

bool

lock_selected_groups() None

Locks any groups in the current selection

remove_selected_from_group() None

Removes any groups or actors in the current selection from their immediate parent. If all actors/subgroups are removed, the parent group will be destroyed.

classmethod set_grouping_active(grouping_active) None

Set Grouping Active

Parameters:

grouping_active (bool) –

ungroup_actors(actors_to_ungroup) None

Disbands any groups that the provided actors belong to, does not attempt to maintain any hierarchy

Parameters:

actors_to_ungroup (Array[Actor]) –

ungroup_selected() None

Disbands any groups in the current selection, does not attempt to maintain any hierarchy

unlock_selected_groups() None

Unlocks any groups in the current selection