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GetActorsByClass

Returns a list of actors based on the provided class and options.
Inputs
TSubclassOf<AActor>
required
The class of the actors to select.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
Outputs
TArray<AActor*>
The list of actors that were found.

GetActorsByName

Returns a list of actors based on the provided asset name and options.
Inputs
FString
required
The name of the actors to select.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
Outputs
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.
Inputs
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?
Outputs
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.
Inputs
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?
Outputs
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.
Inputs
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?
Outputs
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.
Inputs
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?
Outputs
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.
Inputs
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?
Outputs
TArray<AActor*>
The list of actors that were found.

GetActorsByBoundingBox

Returns a list of actors based on the provided bounding box and options.
Inputs
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?
Outputs
TArray<AActor*>
The list of actors that were found.

GetActorsByMeshSize

Returns a list of actors based on the provided mesh size and options.
Inputs
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?
Outputs
TArray<AActor*>
The list of actors that were found.

GetActorsByWorldLocation

Returns a list of actors based on the provided world location, radius, and options.
Inputs
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?
Outputs
TArray<AActor*>
The list of actors that were found.

GetActorsByLODCount

Returns a list of actors based on the provided LOD count and options.
Inputs
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?
Outputs
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.
Inputs
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?
Outputs
TArray<AActor*>
The list of actors that were found.

GetActorsByLightmapResolution

Returns a list of actors based on the provided Lightmap Resolution and options.
Inputs
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?
Outputs
TArray<AActor*>
The list of actors that were found.

GetActorsByMobility

Returns a list of actors based on the provided mobility and options.
Inputs
EComponentMobility::Type
required
The mobility to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
Outputs
TArray<AActor*>
The list of actors that were found.

GetActorsByStaticMesh

Returns a list of actors based on the provided Static Mesh reference and options.
Inputs
UStaticMesh*
required
The Static Mesh to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
Outputs
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.
Inputs
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?
Outputs
TArray<AActor*>
The list of actors that were found.

GetActorsByStaticMeshName

Returns a list of actors based on the provided Static Mesh name and options.
Inputs
FString
required
The Static Mesh name to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
Outputs
TArray<AActor*>
The list of actors that were found.

GetActorsByTexture

Returns a list of actors based on the provided texture reference and options.
Inputs
UTexture2D*
required
The texture to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
Outputs
TArray<AActor*>
The list of actors that were found.

GetActorsByTextureSoftReference

Returns a list of actors based on the provided texture soft reference and options.
Inputs
TSoftObjectPtr<UTexture2D>
required
The texture soft reference to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
Outputs
TArray<AActor*>
The list of actors that were found.

GetActorsByTextureName

Returns a list of actors based on the provided texture name and options.
Inputs
FString
required
The texture name to search for.
EUDSelectionMethod
The selection method to use.
EUDInclusivity
Should the search be inclusive or exclusive?
Outputs
TArray<AActor*>
The list of actors that were found.

GetInvalidActors

Returns a list of invalid actors.
Outputs
TArray<AActor*>
The list of actors that were found.