FilterActorsByName
Filters the provided actors based on the provided name.
TArray<AActor*>
required
The list of actors to filter.
FString
required
The name to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided name.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByClass
Filters the provided actors based on the provided class.
TArray<AActor*>
required
The list of actors to filter.
TSubclassOf<AActor>
required
The class to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided class.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByTag
Filters the provided actors based on the provided tags.
TArray<AActor*>
required
The list of actors to filter.
FName
required
The tag to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided tags.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByMaterialName
Filters the provided actors based on the provided material name.
TArray<AActor*>
required
The list of actors to filter.
FString
required
The material name to filter by.
EUDSearchLocation
required
The location to check for the material.
EUDInclusivity
Whether to include or exclude actors with the provided material name.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByMaterial
Filters the provided actors based on the provided material reference.
TArray<AActor*>
required
The list of actors to filter.
TSoftObjectPtr<UMaterialInterface>
required
The material reference to filter by.
EUDSearchLocation
required
The location to check for the material.
EUDInclusivity
Whether to include or exclude actors with the provided material reference.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByStaticMeshName
Filters the provided actors based on the provided static mesh name.
TArray<AActor*>
required
The list of actors to filter.
FString
required
The static mesh name to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided static mesh name.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByStaticMesh
Filters the provided actors based on the provided static mesh reference.
TArray<AActor*>
required
The list of actors to filter.
TSoftObjectPtr<UStaticMesh>
required
The static mesh reference to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided static mesh reference.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByVertCount
Filters the provided actors based on the provided vert count range.
TArray<AActor*>
required
The list of actors to filter.
int32
required
The minimum vert count to filter by.
int32
required
The maximum vert count to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided vert count range.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByTriCount
Filters the provided actors based on the provided triangle count range.
TArray<AActor*>
required
The list of actors to filter.
int32
required
The minimum triangle count to filter by.
int32
required
The maximum triangle count to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided triangle count range.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByBounds
Filters the provided actors based on the provided actor bounds.
TArray<AActor*>
required
The list of actors to filter.
FVector
required
The minimum bounds to filter by.
FVector
required
The maximum bounds to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided bounds.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByStaticMeshBounds
Filters the provided actors based on the provided static mesh bounds.
TArray<AActor*>
required
The list of actors to filter.
FVector
required
The minimum bounds to filter by.
FVector
required
The maximum bounds to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided bounds.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByWorldLocation
Filters the provided actors based on the provided world location and radius.
TArray<AActor*>
required
The list of actors to filter.
FVector
required
The world location to filter by.
float
required
The radius to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided world location and radius.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByLODCount
Filters the provided actors based on the provided LOD (Level of Detail) count.
TArray<AActor*>
required
The list of actors to filter.
int32
required
The minimum LOD count to filter by.
int32
required
The maximum LOD count to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided LOD count.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByNaniteState
Filters the provided actors based on the provided Nanite state.
TArray<AActor*>
required
The list of actors to filter.
bool
required
Whether to filter by Nanite enabled or disabled.
EUDInclusivity
Whether to include or exclude actors with the provided Nanite state.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByLightmapResolution
Filters the provided actors based on the provided Lightmap Resolution.
TArray<AActor*>
required
The list of actors to filter.
int32
required
The minimum lightmap resolution to filter by.
int32
required
The maximum lightmap resolution to filter by.
EUDSearchLocation
required
The location to search from (Actor Override and/or Static Mesh).
EUDInclusivity
Whether to include or exclude actors with the provided lightmap resolution.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByMobility
Filters the provided actors based on the provided mobility.
TArray<AActor*>
required
The list of actors to filter.
EComponentMobility::Type
required
The mobility to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided mobility.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByCollisionChannel
Filters the provided actors based on the provided collision channel.
TArray<AActor*>
required
The list of actors to filter.
ECollisionChannel
required
The collision type to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided collision type.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByCollisionResponse
Filters the provided actors based on the provided collision response.
TArray<AActor*>
required
The list of actors to filter.
ECollisionChannel
required
The collision channel to filter by.
ECollisionResponse
required
The collision response to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided collision response.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByCollisionEnabled
Filters the provided actors based on the provided collision-enabled state.
TArray<AActor*>
required
The list of actors to filter.
ECollisionEnabled::Type
required
The collision state to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided collision-enabled state.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByCollisionProfile
Filters the provided actors based on the provided collision profile.
TArray<AActor*>
required
The list of actors to filter.
FName
required
The collision profile to filter by.
EUDInclusivity
Whether to include or exclude actors with the provided collision profile.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByTextureName
Filters the provided actors based on the provided Texture Name.
TArray<AActor*>
required
The list of actors to filter.
FString
required
The texture name to filter by.
EUDSearchLocation
required
Chose between searching through material overrides or the base material.
EUDInclusivity
Whether to include or exclude actors with the provided texture name.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByTexture
Filters the provided actors based on the provided Texture Reference.
TArray<AActor*>
required
The list of actors to filter.
TSoftObjectPtr<UTexture2D>
required
The texture reference to filter by.
EUDSearchLocation
required
Chose between searching through material overrides or the base material.
EUDInclusivity
Whether to include or exclude actors with the provided texture reference.
TArray<AActor*>
The list of actors that have been filtered.
FilterEmptyActors
Filters the provided actors based on if the actor is empty or not.
TArray<AActor*>
required
The list of actors to filter.
EUDInclusivity
Whether to include or exclude empty actors.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByMissingMaterials
Filters the provided actors based on missing materials.
TArray<AActor*>
required
The list of actors to filter.
EUDSearchLocation
required
The location to search for missing materials.
EUDInclusivity
Whether to include or exclude actors with missing materials.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByMissingStaticMeshes
Filters the provided actors based on missing Static Meshes.
TArray<AActor*>
required
The list of actors to filter.
EUDInclusivity
Whether to include or exclude actors with missing Static Meshes.
TArray<AActor*>
The list of actors that have been filtered.
FilterActorsByMissingTextures
Filters the provided actors based on missing textures.
TArray<AActor*>
required
The list of actors to filter.
EUDSearchLocation
required
The location to search for missing textures.
EUDInclusivity
Whether to include or exclude actors with missing textures.
TArray<AActor*>
The list of actors that have been filtered.

