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FilterActorsByName

Filters the provided actors based on the provided name.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
ActorName
FString
required
The name to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided name.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByClass

Filters the provided actors based on the provided class.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
ActorClass
TSubclassOf<AActor>
required
The class to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided class.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByTag

Filters the provided actors based on the provided tags.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
Tag
FName
required
The tag to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided tags.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByMaterialName

Filters the provided actors based on the provided material name.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
MaterialName
FString
required
The material name to filter by.
MaterialSource
EUDSearchLocation
required
The location to check for the material.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided material name.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByMaterial

Filters the provided actors based on the provided material reference.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
Material
TSoftObjectPtr<UMaterialInterface>
required
The material reference to filter by.
MaterialSource
EUDSearchLocation
required
The location to check for the material.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided material reference.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByStaticMeshName

Filters the provided actors based on the provided static mesh name.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
StaticMeshName
FString
required
The static mesh name to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided static mesh name.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByStaticMesh

Filters the provided actors based on the provided static mesh reference.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
StaticMesh
TSoftObjectPtr<UStaticMesh>
required
The static mesh reference to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided static mesh reference.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByVertCount

Filters the provided actors based on the provided vert count range.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
MinVertCount
int32
required
The minimum vert count to filter by.
MaxVertCount
int32
required
The maximum vert count to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided vert count range.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByTriCount

Filters the provided actors based on the provided triangle count range.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
MinTriCount
int32
required
The minimum triangle count to filter by.
MaxTriCount
int32
required
The maximum triangle count to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided triangle count range.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByBounds

Filters the provided actors based on the provided actor bounds.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
MinBounds
FVector
required
The minimum bounds to filter by.
MaxBounds
FVector
required
The maximum bounds to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided bounds.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByStaticMeshBounds

Filters the provided actors based on the provided static mesh bounds.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
MinBounds
FVector
required
The minimum bounds to filter by.
MaxBounds
FVector
required
The maximum bounds to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided bounds.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByWorldLocation

Filters the provided actors based on the provided world location and radius.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
WorldLocation
FVector
required
The world location to filter by.
Radius
float
required
The radius to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided world location and radius.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByLODCount

Filters the provided actors based on the provided LOD (Level of Detail) count.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
MinLODs
int32
required
The minimum LOD count to filter by.
MaxLODs
int32
required
The maximum LOD count to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided LOD count.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByNaniteState

Filters the provided actors based on the provided Nanite state.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
bNaniteEnabled
bool
required
Whether to filter by Nanite enabled or disabled.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided Nanite state.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByLightmapResolution

Filters the provided actors based on the provided Lightmap Resolution.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
MinLightmapResolution
int32
required
The minimum lightmap resolution to filter by.
MaxLightmapResolution
int32
required
The maximum lightmap resolution to filter by.
SearchLocation
EUDSearchLocation
required
The location to search from (Actor Override and/or Static Mesh).
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided lightmap resolution.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByMobility

Filters the provided actors based on the provided mobility.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
Mobility
EComponentMobility::Type
required
The mobility to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided mobility.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByCollisionChannel

Filters the provided actors based on the provided collision channel.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
CollisionChannel
ECollisionChannel
required
The collision type to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided collision type.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByCollisionResponse

Filters the provided actors based on the provided collision response.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
CollisionChannel
ECollisionChannel
required
The collision channel to filter by.
CollisionResponse
ECollisionResponse
required
The collision response to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided collision response.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByCollisionEnabled

Filters the provided actors based on the provided collision-enabled state.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
CollisionEnabled
ECollisionEnabled::Type
required
The collision state to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided collision-enabled state.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByCollisionProfile

Filters the provided actors based on the provided collision profile.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
CollisionProfile
FName
required
The collision profile to filter by.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided collision profile.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByTextureName

Filters the provided actors based on the provided Texture Name.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
TextureName
FString
required
The texture name to filter by.
Source
EUDSearchLocation
required
Chose between searching through material overrides or the base material.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided texture name.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByTexture

Filters the provided actors based on the provided Texture Reference.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
TextureReference
TSoftObjectPtr<UTexture2D>
required
The texture reference to filter by.
Source
EUDSearchLocation
required
Chose between searching through material overrides or the base material.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with the provided texture reference.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterEmptyActors

Filters the provided actors based on if the actor is empty or not.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
Inclusivity
EUDInclusivity
Whether to include or exclude empty actors.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByMissingMaterials

Filters the provided actors based on missing materials.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
Location
EUDSearchLocation
required
The location to search for missing materials.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with missing materials.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByMissingStaticMeshes

Filters the provided actors based on missing Static Meshes.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with missing Static Meshes.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByMissingTextures

Filters the provided actors based on missing textures.
Inputs
Actors
TArray<AActor*>
required
The list of actors to filter.
Location
EUDSearchLocation
required
The location to search for missing textures.
Inclusivity
EUDInclusivity
Whether to include or exclude actors with missing textures.
Outputs
FilteredActors
TArray<AActor*>
The list of actors that have been filtered.