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// Copyright (c) 2026 Unreal Directive. Licensed under the MIT License.
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#pragma once
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#include "CoreMinimal.h"
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#include "Subsystems/EditorActorSubsystem.h"
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#include "Engine/EngineTypes.h"
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#include "Types/DirectiveUtilEditorTypes.h"
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#include "DirectiveUtilEditorActorSubsystem.generated.h"
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class UCapsuleComponent;
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class UBoxComponent;
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class USphereComponent;
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class UStaticMeshActor;
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/**
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* DirectiveUtilEditorActorSubsystem
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*
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* Blueprint helpers for querying and filtering actors in the editor world.
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*/
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UCLASS()
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class DIRECTIVEUTILITIESEDITOR_API UDirectiveUtilEditorActorSubsystem : public UEditorActorSubsystem
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{
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GENERATED_BODY()
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public:
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//-----------------------------
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// Utilities
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//-----------------------------
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/**
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* Focus actors in viewport.
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* @param Actors The actors to focus.
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* @param bInstant Enable to focus the actors instantly instead of smoothly animating.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Editor")
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static void FocusActorsInViewport(const TArray<AActor*> Actors, bool bInstant = false);
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/**
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* Get all unique classes used in the level.
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* @result Classes The list of classes.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Editor")
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TArray<UClass*> GetAllLevelClasses();
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//-----------------------------
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// Filters
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//-----------------------------
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// Output arrays are appended to and deduplicated (existing entries are preserved).
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// Passing the same array as input and output filters it in place.
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/**
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* Returns only the Static Mesh Actors from the provided Actor List.
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* @param ActorsToFilter The list of Actors to filter.
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* @param OutStaticMeshActors The list of Actors that are Static Mesh Actors.
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*/
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virtual void FilterStaticMeshActors(TArray<AStaticMeshActor*>& OutStaticMeshActors, TArray<AActor*> ActorsToFilter) const;
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/**
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* Filters the provided actors based on the provided name.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param ActorName The name to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided name.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByName(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, const FString& ActorName, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided class.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param ActorClass The class to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided class.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByClass(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, TSubclassOf<AActor> ActorClass, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided tags.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param Tag The tag to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided tags.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByTag(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, const FName Tag, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided material name.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param MaterialName The material name to filter by.
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* @param MaterialSource The location to check for the material.
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* @param Inclusivity Whether to include or exclude actors with the provided material name.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByMaterialName(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, const FString& MaterialName, EDirectiveUtilSearchLocation MaterialSource, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided material reference.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param Material The material reference to filter by.
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* @param MaterialSource The location to check for the material.
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* @param Inclusivity Whether to include or exclude actors with the provided material reference.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByMaterial(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, const TSoftObjectPtr<UMaterialInterface>& Material, EDirectiveUtilSearchLocation MaterialSource, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided static mesh name.
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* Uses a case-insensitive substring match against the mesh asset name.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param StaticMeshName The static mesh name to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided static mesh name.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByStaticMeshName(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, const FString& StaticMeshName, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided static mesh reference.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param StaticMesh The static mesh reference to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided static mesh reference.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByStaticMesh(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, const TSoftObjectPtr<UStaticMesh>& StaticMesh, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided vert count range.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param MinVertCount The minimum vert count to filter by.
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* @param MaxVertCount The maximum vert count to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided vert count range.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByVertCount(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, int32 MinVertCount, int32 MaxVertCount, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided triangle count range.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param MinTriCount The minimum triangle count to filter by.
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* @param MaxTriCount The maximum triangle count to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided triangle count range.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByTriCount(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, int32 MinTriCount, int32 MaxTriCount, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided actor bounds.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param MinBounds The minimum bounds to filter by.
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* @param MaxBounds The maximum bounds to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided bounds.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByBounds(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, const FVector& MinBounds, const FVector& MaxBounds, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided static mesh bounds.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param MinBounds The minimum bounds to filter by.
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* @param MaxBounds The maximum bounds to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided bounds.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByStaticMeshBounds(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, const FVector& MinBounds, const FVector& MaxBounds, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided world location and radius.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param WorldLocation The world location to filter by.
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* @param Radius The radius to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided world location and radius.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByWorldLocation(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, const FVector& WorldLocation, float Radius, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided LOD (Level of Detail) count.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param MinLODs The minimum LOD count to filter by.
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* @param MaxLODs The maximum LOD count to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided LOD count.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByLODCount(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, int32 MinLODs, int32 MaxLODs, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided Nanite state.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param bNaniteEnabled Whether to filter by Nanite enabled or disabled.
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* @param Inclusivity Whether to include or exclude actors with the provided Nanite state.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByNaniteState(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, bool bNaniteEnabled, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided Lightmap Resolution.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param MinLightmapResolution The minimum lightmap resolution to filter by.
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* @param MaxLightmapResolution The maximum lightmap resolution to filter by.
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* @param SearchLocation The location to search from (Actor Override and/or Static Mesh).
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* @param Inclusivity Whether to include or exclude actors with the provided lightmap resolution.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByLightmapResolution(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, int32 MinLightmapResolution, int32 MaxLightmapResolution, EDirectiveUtilSearchLocation SearchLocation, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided mobility.
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* Tests the root component's mobility, matching the actor mobility shown in the editor UI.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param Mobility The mobility to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided mobility.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByMobility(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, EComponentMobility::Type Mobility, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided collision channel.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param CollisionChannel The collision type to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided collision type.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByCollisionChannel(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, ECollisionChannel CollisionChannel, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided collision response.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param CollisionChannel The collision channel to filter by.
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* @param CollisionResponse The collision response to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided collision response.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByCollisionResponse(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, ECollisionChannel CollisionChannel, ECollisionResponse CollisionResponse, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided collision-enabled state.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param CollisionEnabled The collision state to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided collision-enabled state.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByCollisionEnabled(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, ECollisionEnabled::Type CollisionEnabled, EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Filter the provided actors based on the provided collision profile.
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* @param Actors The list of actors to filter.
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* @param FilteredActors The list of actors that have been filtered.
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* @param CollisionProfile The collision profile to filter by.
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* @param Inclusivity Whether to include or exclude actors with the provided collision profile.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
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static void FilterActorsByCollisionProfile(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, FName CollisionProfile, EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Filter the provided actors based on the provided Texture Name.
|
|
|
|
|
* @param Actors The list of actors to filter.
|
|
|
|
|
* @param FilteredActors The list of actors that have been filtered.
|
|
|
|
|
* @param TextureName The texture name to filter by.
|
|
|
|
|
* @param Source Chose between searching through material overrides or the base material.
|
|
|
|
|
* @param Inclusivity Whether to include or exclude actors with the provided texture name.
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
|
|
|
|
|
static void FilterActorsByTextureName(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, FString TextureName, EDirectiveUtilSearchLocation Source, EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Filter the provided actors based on the provided Texture Reference.
|
|
|
|
|
* @param Actors The list of actors to filter.
|
|
|
|
|
* @param FilteredActors The list of actors that have been filtered.
|
|
|
|
|
* @param TextureReference The texture reference to filter by.
|
|
|
|
|
* @param Source Chose between searching through material overrides or the base material.
|
|
|
|
|
* @param Inclusivity Whether to include or exclude actors with the provided texture reference.
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
|
|
|
|
|
static void FilterActorsByTexture(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, TSoftObjectPtr<UTexture2D> TextureReference, EDirectiveUtilSearchLocation Source, EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Filters the provided actors based on if the actor is empty or not.
|
|
|
|
|
* An actor is empty when it has no components, or its only component is a
|
|
|
|
|
* plain scene component with no child components.
|
|
|
|
|
* @param Actors The list of actors to filter.
|
|
|
|
|
* @param FilteredActors The list of actors that have been filtered.
|
|
|
|
|
* @param Inclusivity Whether to include or exclude empty actors.
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
|
|
|
|
|
static void FilterEmptyActors(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Filter the provided actors based on missing materials.
|
|
|
|
|
* @param Actors The list of actors to filter.
|
|
|
|
|
* @param FilteredActors The list of actors that have been filtered.
|
|
|
|
|
* @param Location The location to search for missing materials.
|
|
|
|
|
* @param Inclusivity Whether to include or exclude actors with missing materials.
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
|
|
|
|
|
static void FilterActorsByMissingMaterials(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, EDirectiveUtilSearchLocation Location, EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Filter the provided actors based on missing Static Meshes.
|
|
|
|
|
* @param Actors The list of actors to filter.
|
|
|
|
|
* @param FilteredActors The list of actors that have been filtered.
|
|
|
|
|
* @param Inclusivity Whether to include or exclude actors with missing Static Meshes.
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
|
|
|
|
|
static void FilterActorsByMissingStaticMeshes(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Filter the provided actors based on missing textures.
|
|
|
|
|
* @param Actors The list of actors to filter.
|
|
|
|
|
* @param FilteredActors The list of actors that have been filtered.
|
|
|
|
|
* @param Location The location to search for missing textures.
|
|
|
|
|
* @param Inclusivity Whether to include or exclude actors with missing textures.
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Filters|Actor")
|
|
|
|
|
static void FilterActorsByMissingTextures(const TArray<AActor*>& Actors, TArray<AActor*>& FilteredActors, EDirectiveUtilSearchLocation Location, EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------
|
|
|
|
|
// Bounds Calculation
|
|
|
|
|
//-----------------------------
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if an actor is within the bounds of a box.
|
|
|
|
|
* @param Actor The actor to check.
|
|
|
|
|
* @param BoxComponent The box component to check.
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities")
|
|
|
|
|
static bool IsActorWithinBoxBounds(AActor* Actor, UBoxComponent* BoxComponent);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if an actor is within the bounds of a Sphere.
|
|
|
|
|
* @param Actor The actor to check.
|
|
|
|
|
* @param SphereComponent The sphere component to check.
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities")
|
|
|
|
|
static bool IsActorWithinSphereBounds(AActor* Actor, USphereComponent* SphereComponent);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if an actor is within the bounds of a capsule.
|
|
|
|
|
* @param Actor The actor to check.
|
|
|
|
|
* @param CapsuleComponent The capsule component to check.
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities")
|
|
|
|
|
static bool IsActorWithinCapsuleBounds(AActor* Actor, UCapsuleComponent* CapsuleComponent);
|
|
|
|
|
|
|
|
|
|
//-----------------------------
|
|
|
|
|
// Getters
|
|
|
|
|
//-----------------------------
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Returns a list of actors based on the provided class and options.
|
|
|
|
|
* Get actors within the current level by their class.
|
|
|
|
|
* @param FoundActors The list of actors that were found.
|
|
|
|
|
* @param ActorClass The class of the actors to select.
|
|
|
|
|
* @param SelectionMethod The selection method to use.
|
|
|
|
|
* @param Inclusivity Should the search be inclusive or exclusive?
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=2))
|
|
|
|
|
void GetActorsByClass(
|
|
|
|
|
TArray<AActor*>& FoundActors,
|
|
|
|
|
TSubclassOf<AActor> ActorClass,
|
|
|
|
|
EDirectiveUtilSelectionMethod SelectionMethod = World,
|
|
|
|
|
EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Returns a list of actors based on the provided asset name and options.
|
|
|
|
|
* @param FoundActors The list of actors that were found.
|
|
|
|
|
* @param ActorName The name of the actors to select.
|
|
|
|
|
* @param SelectionMethod The selection method to use.
|
|
|
|
|
* @param Inclusivity Should the search be inclusive or exclusive?
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=2))
|
|
|
|
|
void GetActorsByName(
|
|
|
|
|
TArray<AActor*>& FoundActors,
|
|
|
|
|
FString ActorName,
|
|
|
|
|
EDirectiveUtilSelectionMethod SelectionMethod = World,
|
|
|
|
|
EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Returns a list of actors based on the provided material reference and options.
|
|
|
|
|
* Note: This will only return actors that have a static mesh component.
|
|
|
|
|
* @param Material The reference of the material to search by.
|
|
|
|
|
* @param FoundActors The list of actors that were found.
|
|
|
|
|
* @param MaterialSource The source of the material to search by.
|
|
|
|
|
* @param SelectionMethod The selection method to use.
|
|
|
|
|
* @param Inclusivity Should the search be inclusive or exclusive?
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=4))
|
|
|
|
|
void GetActorsByMaterial(
|
|
|
|
|
TArray<AActor*>& FoundActors,
|
|
|
|
|
const UMaterialInterface* Material,
|
|
|
|
|
EDirectiveUtilSearchLocation MaterialSource = BaseAndOverride,
|
|
|
|
|
EDirectiveUtilSelectionMethod SelectionMethod = World,
|
|
|
|
|
EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Returns a list of actors based on the provided material reference and options.
|
|
|
|
|
* Note: This will only return actors that have a static mesh component.
|
|
|
|
|
* @param Material The reference of the material to search by.
|
|
|
|
|
* @param FoundActors The list of actors that were found.
|
|
|
|
|
* @param MaterialSource The source of the material to search by.
|
|
|
|
|
* @param SelectionMethod The selection method to use.
|
|
|
|
|
* @param Inclusivity Should the search be inclusive or exclusive?
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=4))
|
|
|
|
|
void GetActorsByMaterialSoftReference(
|
|
|
|
|
TArray<AActor*>& FoundActors,
|
|
|
|
|
const TSoftObjectPtr<UMaterialInterface> Material,
|
|
|
|
|
EDirectiveUtilSearchLocation MaterialSource = BaseAndOverride,
|
|
|
|
|
EDirectiveUtilSelectionMethod SelectionMethod = World,
|
|
|
|
|
EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Returns a list of actors based on the provided material name and options.
|
|
|
|
|
* Note: This will only return actors that have a static mesh component.
|
|
|
|
|
* @param MaterialName The name of the material to search by.
|
|
|
|
|
* @param FoundActors The list of actors that were found.
|
|
|
|
|
* @param MaterialSource The source of the material to search by.
|
|
|
|
|
* @param SelectionMethod The selection method to use.
|
|
|
|
|
* @param Inclusivity Should the search be inclusive or exclusive?
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=4))
|
|
|
|
|
void GetActorsByMaterialName(
|
|
|
|
|
TArray<AActor*>& FoundActors,
|
|
|
|
|
FString MaterialName,
|
|
|
|
|
EDirectiveUtilSearchLocation MaterialSource = BaseAndOverride,
|
|
|
|
|
EDirectiveUtilSelectionMethod SelectionMethod = World,
|
|
|
|
|
EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Returns a list of actors based on the provided vert count and options.
|
|
|
|
|
* Note: This will only return actors that have a Static Mesh Component.
|
|
|
|
|
* @param FoundActors The list of actors that were found.
|
|
|
|
|
* @param From The minimum number of vertices to search for.
|
|
|
|
|
* @param To The maximum number of vertices to search for.
|
|
|
|
|
* @param SelectionMethod The selection method to use.
|
|
|
|
|
* @param Inclusivity Should the search be inclusive or exclusive?
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=3))
|
|
|
|
|
void GetActorsByVertexCount(
|
|
|
|
|
TArray<AActor*>& FoundActors,
|
|
|
|
|
int32 From,
|
|
|
|
|
int32 To,
|
|
|
|
|
EDirectiveUtilSelectionMethod SelectionMethod = World,
|
|
|
|
|
EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Returns a list of actors based on the provided triangle count and options.
|
|
|
|
|
* Note: This will only return actors that have a Static Mesh Component.
|
|
|
|
|
* @param FoundActors The list of actors that were found.
|
|
|
|
|
* @param From The minimum number of vertices to search for.
|
|
|
|
|
* @param To The maximum number of vertices to search for.
|
|
|
|
|
* @param SelectionMethod The selection method to use.
|
|
|
|
|
* @param Inclusivity Should the search be inclusive or exclusive?
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=3))
|
|
|
|
|
void GetActorsByTriCount(
|
|
|
|
|
TArray<AActor*>& FoundActors,
|
|
|
|
|
int32 From,
|
|
|
|
|
int32 To,
|
|
|
|
|
EDirectiveUtilSelectionMethod SelectionMethod = World,
|
|
|
|
|
EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Returns a list of actors based on the provided bounding box and options.
|
|
|
|
|
* Matches actors whose world-space bounding box lies entirely within the box defined by Min/Max (inclusive).
|
|
|
|
|
* @param FoundActors The list of actors that were found.
|
|
|
|
|
* @param Min The minimum point of the bounding box.
|
|
|
|
|
* @param Max The maximum point of the bounding box.
|
|
|
|
|
* @param SelectionMethod The selection method to use.
|
|
|
|
|
* @param Inclusivity Should the search be inclusive or exclusive?
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=3))
|
|
|
|
|
void GetActorsByBoundingBox(
|
|
|
|
|
TArray<AActor*>& FoundActors,
|
|
|
|
|
FVector Min,
|
|
|
|
|
FVector Max,
|
|
|
|
|
EDirectiveUtilSelectionMethod SelectionMethod = World,
|
|
|
|
|
EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Returns a list of actors based on the provided mesh size and options.
|
|
|
|
|
* @param FoundActors The list of actors that were found.
|
|
|
|
|
* @param From The minimum size of the mesh to search for.
|
|
|
|
|
* @param To The maximum size of the mesh to search for.
|
|
|
|
|
* @param SelectionMethod The selection method to use.
|
|
|
|
|
* @param Inclusivity Should the search be inclusive or exclusive?
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=3))
|
|
|
|
|
void GetActorsByMeshSize(
|
|
|
|
|
TArray<AActor*>& FoundActors,
|
|
|
|
|
float From,
|
|
|
|
|
float To,
|
|
|
|
|
EDirectiveUtilSelectionMethod SelectionMethod = World,
|
|
|
|
|
EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Returns a list of actors based on the provided world location, radius, and options.
|
|
|
|
|
* @param FoundActors The list of actors that were found.
|
|
|
|
|
* @param WorldLocation The world location to search by.
|
|
|
|
|
* @param Radius The radius around the provided world location to search by.
|
|
|
|
|
* @param SelectionMethod The selection method to use.
|
|
|
|
|
* @param Inclusivity Should the search be inclusive or exclusive?
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=3))
|
|
|
|
|
void GetActorsByWorldLocation(
|
|
|
|
|
TArray<AActor*>& FoundActors,
|
|
|
|
|
FVector WorldLocation,
|
|
|
|
|
float Radius = 1000.f,
|
|
|
|
|
EDirectiveUtilSelectionMethod SelectionMethod = World,
|
|
|
|
|
EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Returns a list of actors based on the provided LOD count and options.
|
|
|
|
|
* @param FoundActors The list of actors that were found.
|
|
|
|
|
* @param From The minimum number of LODs to search for.
|
|
|
|
|
* @param To The maximum number of LODs to search for.
|
|
|
|
|
* @param SelectionMethod The selection method to use.
|
|
|
|
|
* @param Inclusivity Should the search be inclusive or exclusive?
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=3))
|
|
|
|
|
void GetActorsByLODCount(
|
|
|
|
|
TArray<AActor*>& FoundActors,
|
|
|
|
|
int32 From = 0,
|
|
|
|
|
int32 To = 7,
|
|
|
|
|
EDirectiveUtilSelectionMethod SelectionMethod = World,
|
|
|
|
|
EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Returns a list of actors based on if they have Nanite enabled or not.
|
|
|
|
|
* Note: This will only return actors that have a Static Mesh Component.
|
|
|
|
|
* @param FoundActors The list of actors that were found.
|
|
|
|
|
* @param bNaniteEnabled Enable to find Actors with Static Mesh Components that have Nanite enabled. Disable to find Actors with Static Mesh Components that do not have Nanite enabled.
|
|
|
|
|
* @param SelectionMethod The selection method to use.
|
|
|
|
|
* @param Inclusivity Should the search be inclusive or exclusive?
|
|
|
|
|
*/
|
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=2))
|
|
|
|
|
void GetActorsByNaniteEnabled(
|
|
|
|
|
TArray<AActor*>& FoundActors,
|
|
|
|
|
bool bNaniteEnabled,
|
|
|
|
|
EDirectiveUtilSelectionMethod SelectionMethod = World,
|
|
|
|
|
EDirectiveUtilInclusivity Inclusivity = Include);
|
|
|
|
|
|
|
|
|
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/**
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* Returns a list of actors based on the provided Lightmap Resolution and options.
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* @param FoundActors The list of actors that were found.
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* @param From The minimum lightmap resolution to search for.
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* @param To The maximum lightmap resolution to search for.
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* @param SelectionMethod The selection method to use.
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* @param Inclusivity Should the search be inclusive or exclusive?
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=3))
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void GetActorsByLightmapResolution(
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TArray<AActor*>& FoundActors,
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int32 From = 4,
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int32 To = 4096,
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EDirectiveUtilSelectionMethod SelectionMethod = World,
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EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Returns a list of actors based on the provided mobility and options.
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* Tests the root component's mobility, matching the actor mobility shown in the editor UI.
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* @param FoundActors The list of actors that were found.
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* @param SelectionMethod The selection method to use.
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* @param Inclusivity Should the search be inclusive or exclusive?
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* @param Mobility The mobility to search for.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=2))
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void GetActorsByMobility(
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TArray<AActor*>& FoundActors,
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EComponentMobility::Type Mobility,
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EDirectiveUtilSelectionMethod SelectionMethod = World,
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EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Returns a list of actors based on the provided Static Mesh reference and options.
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* @param FoundActors The list of actors that were found.
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* @param StaticMesh The Static Mesh to search for.
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* @param SelectionMethod The selection method to use.
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* @param Inclusivity Should the search be inclusive or exclusive?
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=2))
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void GetActorsByStaticMesh(
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TArray<AActor*>& FoundActors,
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UStaticMesh* StaticMesh,
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EDirectiveUtilSelectionMethod SelectionMethod = World,
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EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Returns a list of actors based on the provided Static Mesh soft reference and options.
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* @param FoundActors The list of actors that were found.
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* @param StaticMesh The Static Mesh Soft Reference to search for.
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* @param SelectionMethod The selection method to use.
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* @param Inclusivity Should the search be inclusive or exclusive?
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=2))
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void GetActorsByStaticMeshSoftReference(
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TArray<AActor*>& FoundActors,
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TSoftObjectPtr<UStaticMesh> StaticMesh,
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EDirectiveUtilSelectionMethod SelectionMethod = World,
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EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Returns a list of actors based on the provided Static Mesh name and options.
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* Uses a case-insensitive substring match against the mesh asset name.
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* @param FoundActors The list of actors that were found.
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* @param StaticMeshName The Static Mesh name to search for.
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* @param SelectionMethod The selection method to use.
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* @param Inclusivity Should the search be inclusive or exclusive?
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=2))
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void GetActorsByStaticMeshName(
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TArray<AActor*>& FoundActors,
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FString StaticMeshName,
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EDirectiveUtilSelectionMethod SelectionMethod = World,
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EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Returns a list of actors based on the provided texture reference and options.
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* @param FoundActors The list of actors that were found.
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* @param Texture The texture to search for.
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* @param SelectionMethod The selection method to use.
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* @param Inclusivity Should the search be inclusive or exclusive?
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=2))
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void GetActorsByTexture(
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TArray<AActor*>& FoundActors,
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UTexture2D* Texture,
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EDirectiveUtilSelectionMethod SelectionMethod = World,
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EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Returns a list of actors based on the provided texture soft reference and options.
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* @param FoundActors The list of actors that were found.
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* @param Texture The texture soft reference to search for.
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* @param SelectionMethod The selection method to use.
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* @param Inclusivity Should the search be inclusive or exclusive?
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=2))
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void GetActorsByTextureSoftReference(
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TArray<AActor*>& FoundActors,
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TSoftObjectPtr<UTexture2D> Texture,
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EDirectiveUtilSelectionMethod SelectionMethod = World,
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EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Returns a list of actors based on the provided texture name and options.
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* @param FoundActors The list of actors that were found.
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* @param TextureName The texture name to search for.
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* @param SelectionMethod The selection method to use.
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* @param Inclusivity Should the search be inclusive or exclusive?
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=2))
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void GetActorsByTextureName(
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TArray<AActor*>& FoundActors,
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FString TextureName,
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EDirectiveUtilSelectionMethod SelectionMethod = World,
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EDirectiveUtilInclusivity Inclusivity = Include);
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/**
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* Returns a list of invalid actors.
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* @param FoundActors The list of actors that were found.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Select", meta=(AdvancedDisplay=1))
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void GetInvalidActors(TArray<AActor*>& FoundActors);
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//-----------------------------
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// Static Mesh
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//-----------------------------
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/**
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* Pushes the overriden materials on the provided Static Mesh Component to the source Static Mesh.
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* @param StaticMeshComponent The Static Mesh Component to push the materials from.
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*/
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UFUNCTION(BlueprintCallable, Category = "Directive Utilities|Static Mesh")
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static void PushOverrideMaterialsToSource(UStaticMeshComponent* StaticMeshComponent);
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};
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