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FilterActorsByName

Filters the provided actors based on the provided name.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByClass

Filters the provided actors based on the provided class.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByTag

Filters the provided actors based on the provided tags.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByMaterialName

Filters the provided actors based on the provided material name.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByMaterial

Filters the provided actors based on the provided material reference.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByStaticMeshName

Filters the provided actors based on the provided static mesh name.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByStaticMesh

Filters the provided actors based on the provided static mesh reference.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByVertCount

Filters the provided actors based on the provided vert count range.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByTriCount

Filters the provided actors based on the provided triangle count range.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByBounds

Filters the provided actors based on the provided actor bounds.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByStaticMeshBounds

Filters the provided actors based on the provided static mesh bounds.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByWorldLocation

Filters the provided actors based on the provided world location and radius.
Inputs
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.
Outputs
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
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByNaniteState

Filters the provided actors based on the provided Nanite state.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByLightmapResolution

Filters the provided actors based on the provided Lightmap Resolution.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByMobility

Filters the provided actors based on the provided mobility.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByCollisionChannel

Filters the provided actors based on the provided collision channel.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByCollisionResponse

Filters the provided actors based on the provided collision response.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByCollisionEnabled

Filters the provided actors based on the provided collision-enabled state.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByCollisionProfile

Filters the provided actors based on the provided collision profile.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByTextureName

Filters the provided actors based on the provided Texture Name.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByTexture

Filters the provided actors based on the provided Texture Reference.
Inputs
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.
Outputs
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
TArray<AActor*>
required
The list of actors to filter.
EUDInclusivity
Whether to include or exclude empty actors.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByMissingMaterials

Filters the provided actors based on missing materials.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.

FilterActorsByMissingStaticMeshes

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

FilterActorsByMissingTextures

Filters the provided actors based on missing textures.
Inputs
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.
Outputs
TArray<AActor*>
The list of actors that have been filtered.