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[Closed] Blutility Editor Functions vs UEditorEngine

Hello,

I was wondering if there are plans to improve/increase the Editor functions available through Blutilities.

With the existing functions (https://docs.unrealengine.com/latest/INT/BlueprintAPI/Development/Editor/index.html) I am limited to casting selected actors and running functions on the actors themselves.

I'm hoping to be able to write some editor tools and get some of these functions available:(https://docs.unrealengine.com/latest/INT/API/Editor/UnrealEd/Editor/UEditorEngine/index.html)

  • Spawn/Add an actor to a level (AddActor) - for InstancedStaticMesh bulk batching/optimization, I need to drag my container actor in every time. Beyond this one example, there are a ton of tools that would benefit from this

  • Move actor to a level (MoveSelectedActorsToLevel) When dealing with a ton of assets, it would be nice to be able to move them into correct streaming levels through a Blutility

  • Rename instance (SetActorLabelUnique) the available "Rename Asset" renames the actual .uasset file instead of the instance

  • Replace Actor (ReplaceActors) if I want to do this, I need to drag all replacements into the level, bulk select everything, move the replacements into place and delete the original after doing a cast comparison.

With a few more Editor specific functions, I would be able to write tools to help facilitate level cleanliness, streaming map contents, world outliner readability, automated optimization support tools, etc.

Thanks in advance,

-James

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asked Feb 06 '17 at 08:04 PM in Blueprint Scripting

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avatar image Answers.Archive STAFF Feb 06 '17 at 08:05 PM

Hi James,

Thank you for the report. We’ll respond as soon as possible.

TJ

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The question has been closed Feb 06 '17 at 08:05 PM by AndrewHurley for the following reason:

The question is answered, right answer was accepted


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Hi James,

This is a topic that I care a lot about but I'm afraid there are no short-term plans to expose more existing functionality to Blutilities. It's certainly desired and going forward we are trying to build new editor APIs as reflected/Blueprint-aware as they are made.

You should be able to expose most things pretty easily using a UBlueprintFunctionLibrary subclass wrapper, and feel free to submit what you come up with and we'll try to merge it in and maintain it going forward.

Cheers, Michael Noland

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answered Feb 06 '17 at 08:05 PM

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