GetActorsByClass
Returns a list of actors based on the provided class and options.
TSubclassOf<AActor>
required
The class of the actors to select.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByName
Returns a list of actors based on the provided asset name and options.
FString
required
The name of the actors to select.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByMaterial
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.
UMaterialInterface*
required
The reference of the material to search by.
EUDSearchLocation
The source of the material to search by.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByMaterialSoftReference
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.
TSoftObjectPtr<UMaterialInterface>
required
The reference of the material to search by.
EUDSearchLocation
The source of the material to search by.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByMaterialName
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.
FString
required
The name of the material to search by.
EUDSearchLocation
The source of the material to search by.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByVertexCount
Returns a list of actors based on the provided vertex count and options. Note: This will only return actors that have a Static Mesh Component.
int32
required
The minimum number of vertices to search for.
int32
required
The maximum number of vertices to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByTriCount
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.
int32
required
The minimum number of triangles to search for.
int32
required
The maximum number of triangles to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByBoundingBox
Returns a list of actors based on the provided bounding box and options.
FVector
required
The minimum point of the bounding box.
FVector
required
The maximum point of the bounding box.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByMeshSize
Returns a list of actors based on the provided mesh size and options.
float
required
The minimum size of the mesh to search for.
float
required
The maximum size of the mesh to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByWorldLocation
Returns a list of actors based on the provided world location, radius, and options.
FVector
required
The world location to search by.
float
The radius around the provided world location to search by.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByLODCount
Returns a list of actors based on the provided LOD count and options.
int32
required
The minimum number of LODs to search for.
int32
required
The maximum number of LODs to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByNaniteEnabled
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.
bool
required
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.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByLightmapResolution
Returns a list of actors based on the provided Lightmap Resolution and options.
int32
required
The minimum lightmap resolution to search for.
int32
required
The maximum lightmap resolution to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByMobility
Returns a list of actors based on the provided mobility and options.
EComponentMobility::Type
required
The mobility to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByStaticMesh
Returns a list of actors based on the provided Static Mesh reference and options.
UStaticMesh*
required
The Static Mesh to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByStaticMeshSoftReference
Returns a list of actors based on the provided Static Mesh soft reference and options.
TSoftObjectPtr<UStaticMesh>
required
The Static Mesh Soft Reference to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByStaticMeshName
Returns a list of actors based on the provided Static Mesh name and options.
FString
required
The Static Mesh name to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByTexture
Returns a list of actors based on the provided texture reference and options.
UTexture2D*
required
The texture to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByTextureSoftReference
Returns a list of actors based on the provided texture soft reference and options.
TSoftObjectPtr<UTexture2D>
required
The texture soft reference to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetActorsByTextureName
Returns a list of actors based on the provided texture name and options.
FString
required
The texture name to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
TArray<AActor*>
The list of actors that were found.
GetInvalidActors
Returns a list of invalid actors.
TArray<AActor*>
The list of actors that were found.

