UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FActorEditorUtils Namespace Reference

Functions

bool IsABuilderBrush (const AActor *InActor)
 
bool IsABrush (const AActor *InActor)
 
bool IsAPreviewOrInactiveActor (const AActor *InActor)
 
void GetEditableComponents (const AActor *InActor, TArray< UActorComponent * > &OutEditableComponents)
 
bool TraverseActorTree_ParentFirst (AActor *InActor, TFunctionRef< bool(AActor *)> InPredicate, bool bIncludeThisActor)
 
bool TraverseActorTree_ChildFirst (AActor *InActor, TFunctionRef< bool(AActor *)> InPredicate, bool bIncludeThisActor)
 
bool ValidateActorName (const FText &InName, FText &OutErrorMessage)
 
bool ValidateActorLabel (FStringView InName, FText &OutErrorMessage)
 

Function Documentation

◆ GetEditableComponents()

ENGINE_API void FActorEditorUtils::GetEditableComponents ( const AActor InActor,
TArray< UActorComponent * > &  OutEditableComponents 
)

Gets a list of components, from an actor, which can be externally modified. Editable components have properties visible when viewing their owner actor in a details view

Parameters
InActorThe actor to get components from
OutEditableComponentsThe populated list of editable components on InActor

◆ IsABrush()

ENGINE_API bool FActorEditorUtils::IsABrush ( const AActor InActor)

Return whether this actor is an ABrush or not.

Returns
true if this actor is an ABrush, false otherwise.

◆ IsABuilderBrush()

ENGINE_API bool FActorEditorUtils::IsABuilderBrush ( const AActor InActor)

Return whether this actor is a builder brush or not.

Returns
true if this actor is a builder brush, false otherwise

◆ IsAPreviewOrInactiveActor()

ENGINE_API bool FActorEditorUtils::IsAPreviewOrInactiveActor ( const AActor InActor)

Return whether this actor is a preview actor or not.

Returns
true if this actor is a preview actor, false otherwise

◆ TraverseActorTree_ChildFirst()

ENGINE_API bool FActorEditorUtils::TraverseActorTree_ChildFirst ( AActor InActor,
TFunctionRef< bool(AActor *)>  InPredicate,
bool  bIncludeThisActor = true 
)

Traverse an actor sub-tree (defined by attached children), child first.

Parameters
InActorThe Actor to traverse. InPredicate is only invoked for this actor where bIncludeThisActor is true
InPredicatePredicate to call for each actor of the traversal. Return true to continue, false to terminate the traversal
bIncludeThisActorTrue to include this actor in the traversal, false otherwise
Returns
true on expected completion, false where the client prematurely terminated the traversal

◆ TraverseActorTree_ParentFirst()

ENGINE_API bool FActorEditorUtils::TraverseActorTree_ParentFirst ( AActor InActor,
TFunctionRef< bool(AActor *)>  InPredicate,
bool  bIncludeThisActor = true 
)

Traverse an actor sub-tree (defined by attached children), parent first.

Parameters
InActorThe Actor to traverse. InPredicate is only invoked for this actor where bIncludeThisActor is true
InPredicatePredicate to call for each actor of the traversal. Return true to continue, false to terminate the traversal
bIncludeThisActorTrue to include this actor in the traversal, false otherwise
Returns
true on expected completion, false where the client prematurely terminated the traversal

◆ ValidateActorLabel()

ENGINE_API bool FActorEditorUtils::ValidateActorLabel ( FStringView  InName,
FText OutErrorMessage 
)

Validates that a name is suitable for an actor

Parameters
InNameThe proposed actor name
OutErrorMessageAny error messages generated as a result of validation
Returns
true if the actor name is valid, false if not.

◆ ValidateActorName()

ENGINE_API bool FActorEditorUtils::ValidateActorName ( const FText InName,
FText OutErrorMessage 
)

Validates that a name is suitable for an actor

Parameters
InNameThe proposed actor name
OutErrorMessageAny error messages generated as a result of validation
Returns
true if the actor name is valid, false if not.