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Is GEditor->GetSelectedActors() Broken?

Heya I'm having a problem with detecting the class of selected actors.

I have a button in my editor plugin which requires two or more actors of the same class to have been selected. But at the moment when I check the classes of two actors, GetSelectedActors() is actually picking a different object in the scene?!

alt text

See this video, where I am selecting each actor in turn, and their class is reported correctly. But as soon as I ctrl-click to multi select them both, GetSelectedActors has picked a totally different object. https://youtu.be/T5VooYWZfqA

I am simply iterating over the selected actors with:

 USelection* actors = GEditor->GetSelectedActors();
 for (uint16 i = 0; i < actors->Num(); i++) {
     UE_LOG(VASFVLog, Warning, TEXT("FVASFVPluginEdModeToolkit::OnlyVolumesSelected Selected Class: %s"), *actors->GetSelectedClass(i)->GetDescription());

Which gets called whenever the button is clicked (seen in the video)

Product Version: UE 4.10
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asked Jul 15 '16 at 06:43 PM in C++ Programming

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avatar image Jayae Jul 18 '16 at 09:46 AM

This happens whether I ctrl-click on the second actor in the viewport, or in the world outliner.

avatar image Jayae Jul 20 '16 at 06:42 PM

Can anyone reproduce this as well?

avatar image Jayae Aug 01 '16 at 11:16 AM

Still having this issue.

I'm trying to use it so that I can have a function returning True if two or more actors of the same class have been selected in the editor.

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Found that actors->GetSelectedObject(i) does point to the correct UObject, so I guess it's only a problem with GetSelectedClass

I'm able to continue my checking therefore with actors->GetSelectedObject(i)->IsA(AVASFVVolume::StaticClass()) in case anyone else gets this problem in the future.

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answered Aug 01 '16 at 06:02 PM

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