actor kit
197 tools. Generated from the plugin source; do not edit by hand.
Guide
Everything about actors placed in the editor world: finding them, spawning them from classes, Blueprints or asset paths, transforms, components added at edit time, attachment, outliner folders, groups, selection, mesh/decal/text/camera/sound specifics, bulk edits, JSON export/import, conversions and geometry queries.
Works on UE 4.27 through 5.8. Every tool is RequiresWorld: the core refuses the call with
E_EDITOR_STATE when no level is loaded. The kit is split over six classes that all expose the
actor. namespace:
| Class | Theme |
|---|---|
UUeaKit_Actor | query, spawn, duplicate, delete, clipboard, labels, tags, flags, reflection |
UUeaKit_ActorTransform | location/rotation/scale, alignment, distribution, snapping, mirroring |
UUeaKit_ActorComponents | instance components on level actors |
UUeaKit_ActorHierarchy | attachment, outliner folders, groups, selection |
UUeaKit_ActorMesh | static/skeletal/instanced meshes, decals, text, cameras, sounds |
UUeaKit_ActorBulk | bulk edits, export/import, stats, hygiene checks, traces, snapshots |
Not in this kit: environment/volume/spline/post-process actors and layers (level kit), actors of a
running PIE session (play.* in the edit kit), Blueprint construction-script components (bp kit).
Start here
actor.list {"limit": 20}— what is in the level (addclassFilter,nameContains,tag,folder,includeBounds).actor.spawn_mesh {"mesh": "/Engine/BasicShapes/Cube", "name": "Crate", "location": {"z": 100}}.actor.get {"actor": "Crate", "includeComponents": true}— full state, components, bounds, GUID.
How actors are referenced
Any actor argument accepts, in this order: the outliner label, the object name, a unique class
name ("PlayerStart", "WorldSettings") or a unique label/name prefix. actors[] arguments accept
the same forms plus the selectors class:Name, tag:Name, folder:Path, selected and all.
Many *_many tools also accept an empty actors list plus a classFilter / nameContains /
tag / folder filter instead.
Tools
Query
| Tool | Purpose |
|---|---|
actor.list | Paged listing with class/name/tag/folder/sublevel/hidden filters. |
actor.get / actor.exists | Full description (optionally components and properties) / existence check. |
actor.count_by_class / actor.list_tags | Histograms of the level or of one folder. |
actor.find_by_tag / actor.find_by_class / actor.find_by_label | By tag, class (subclasses optional) or */? wildcard label. |
actor.find_in_radius / actor.find_in_box / actor.get_nearest / actor.get_distance | Spatial queries. |
actor.get_bounds | Combined and per-actor bounding boxes. |
actor.get_outliner_path / actor.get_guid / actor.get_by_guid | Outliner path and persistent GUID. |
Spawn, duplicate, delete
| Tool | Purpose |
|---|---|
actor.spawn | From a class, a Blueprint or an asset path; applies label, folder, tags, properties. |
actor.spawn_mesh | StaticMesh -> AStaticMeshActor, SkeletalMesh -> ASkeletalMeshActor, with material and mobility. |
actor.spawn_many / actor.spawn_at_actor | A list of specs in one transaction / at another actor's transform. |
actor.spawn_grid / actor.spawn_circle / actor.spawn_random_in_box | Procedural placement (namePrefix, seed). |
actor.spawn_player_start / actor.spawn_camera / actor.spawn_text / actor.spawn_decal / actor.spawn_sound / actor.spawn_empty | Typed spawners. cine: true gives a ACineCameraActor. |
actor.duplicate / actor.duplicate_many | Copies with a cumulative offset. |
actor.delete / actor.delete_many / actor.delete_by_filter | delete_by_filter is Risk 5 and honours dryRun. |
actor.copy_to_clipboard / actor.paste_from_clipboard | T3D text in and out of the editor clipboard. |
Labels, tags, flags, reflection
| Tool | Purpose |
|---|---|
actor.set_label / actor.rename_many / actor.relabel_by_class | rename_many uses {base}, {n} and {class}; relabel_by_class honours dryRun. |
actor.set_tags / actor.add_tag / actor.remove_tag / actor.has_tag | Actor tags. |
actor.set_hidden / actor.set_mobility | Editor and/or game visibility; mobility on every scene component. |
actor.set_flags | canBeDamaged, replicates, netLoadOnClient, tickEnabled, lifeSpan, netDormancy, enableCollision, alwaysRelevant, autoDestroyWhenFinished — each guarded by a has* flag. |
actor.get_property / set_property / get_properties / set_properties / list_properties / reset_property | Reflection over the actor and its components. |
actor.call_function | Calls any UFUNCTION on the actor and returns its out/return parameters (Risk 3). |
Transform
actor.get_transform, set_location, set_rotation, set_scale, set_transform (space:
world/local, sweep, teleport), move_by, rotate_by, scale_by, set_transform_many,
look_at (axis, keepPitch), align_to_actor, align_to_grid, distribute, arrange_line,
snap_to_floor (line trace + optional normal alignment), snap_to_actor, place_on_surface,
mirror, set_pivot_offset, randomize_transform, get_relative_transform, match_transform,
move_to_camera, focus_camera.
Delta tools (move_by, rotate_by, scale_by) and most *_many tools fall back to the current
editor selection when actors is empty.
Components
actor.list_components, get_component, add_component, remove_component, rename_component,
get_component_property / set_component_property / set_component_properties /
list_component_properties, set_component_transform (world: true for world space),
attach_component, detach_component, set_component_mobility, set_component_visibility,
set_component_hidden_in_game, set_component_collision, set_component_physics,
set_component_material, get_component_materials, set_component_mesh, copy_components,
get_component_bounds, set_component_tags, set_component_tick, list_sockets,
get_socket_transform.
Component references resolve loosely too: exact name, case-insensitive name, unique class name
("StaticMeshComponent" finds StaticMeshComponent0) or unique name prefix. An empty component
means the root component.
Hierarchy, folders, groups, selection
- Attachment:
actor.attach,attach_many,detach,get_parent,get_children,get_root_component,set_root_component.ruleiskeepWorld(default),keepRelativeorsnapToTarget. - Folders:
actor.list_folders,create_folder,rename_folder,delete_folder,set_folder,get_folder_actors,move_folder. - Groups:
actor.group,ungroup,list_groups,get_group,add_to_group,remove_from_group,lock_group,unlock_group,set_grouping_active. - Selection:
actor.select,deselect,select_none,get_selected,select_by_filter,select_children,select_parent,select_similar,select_in_box,invert_selection,select_component,get_selected_components,frame_selected.
Mesh actors
- Static:
actor.set_static_mesh,get_static_mesh_info,set_materials,set_material_slot,list_material_slots,set_lod,set_cast_shadow,set_lightmap_resolution,set_collision_complexity,set_mesh_mobility,set_render_settings,set_nanite(5.0+),replace_mesh_many,apply_material_many. - Skeletal:
actor.set_skeletal_mesh,set_animation_asset,set_anim_blueprint,get_skeletal_info. - Instanced:
actor.create_instanced_mesh(hierarchicalfor HISM),add_instances,get_instances,set_instance_transform,remove_instances,clear_instances,instances_from_actors,instances_to_actors. - Others:
actor.set_decal,set_text,set_camera,set_cine_camera,set_sound.
Bulk, export/import, analysis
- Bulk:
actor.set_property_many,set_properties_many,set_tags_many,set_folder_many,set_hidden_many(all take a list or a filter; most honourdryRun). - Layout:
actor.export,export_folder,import. - Conversion:
actor.replace_with,convert_to_blueprint(harvestfor several actors in one Blueprint),merge_static_meshes. - Analysis:
actor.get_stats,find_missing_assets,find_overlapping,find_outside_bounds,find_at_origin,find_duplicates,find_unlabeled,validate,get_outliner_tree. - Geometry:
actor.line_trace,sweep_box,overlap_box,overlap_sphere,raycast_from_camera. - Experiments:
actor.snapshot_transforms/actor.restore_transforms(named in-memory snapshot, independent of the undo buffer).
Recipe: build a test arena
actor.spawn_grid {"mesh": "/Engine/BasicShapes/Cube", "rows": 5, "columns": 5, "spacing": 300, "namePrefix": "Floor", "folder": "Arena/Floor"}actor.spawn_player_start {"name": "Start", "location": {"z": 200}, "folder": "Arena"}actor.spawn_camera {"name": "Overview", "location": {"x": -1500, "z": 900}, "fov": 75, "folder": "Arena"}actor.look_at {"actor": "Overview", "target": "Floor_2_2"}actor.spawn_circle {"mesh": "/Engine/BasicShapes/Sphere", "count": 8, "radius": 600, "faceCenter": true, "namePrefix": "Pillar", "folder": "Arena/Props"}actor.snap_to_floor {"actors": ["folder:Arena/Props"]}actor.set_tags_many {"folder": "Arena", "tags": ["arena"], "add": true}actor.get_stats {}to check the triangle budget, thenlevel.save(level kit).
Recipe: organise an imported level
actor.find_unlabeled {}thenactor.relabel_by_class {"dryRun": true}to preview, then withoutdryRun.actor.select_by_filter {"classFilter": "StaticMeshActor"}andactor.set_folder_many {"classFilter": "StaticMeshActor", "path": "Geometry"}.actor.find_at_origin {}andactor.find_duplicates {}to spot mistakes.actor.validate {}for missing meshes/materials and degenerate scales.actor.get_outliner_tree {"limit": 20}for the final shape.
Recipe: instanced meshes for performance
actor.find_by_class {"class": "StaticMeshActor"}and group the ones sharing a mesh.actor.instances_from_actors {"actors": ["tag:foliage"], "deleteSource": true, "hierarchical": true, "name": "ISM_Foliage"}actor.get_instances {"actor": "ISM_Foliage", "limit": 20}/actor.add_instancesto extend it.actor.instances_to_actors {"actor": "ISM_Foliage"}to go back to individual actors when editing.
Recipe: export a layout and re-import it elsewhere
actor.export_folder {"folder": "Arena", "properties": ["Tags"], "pretty": true}-> JSON string.- Open the destination level (level kit).
actor.import {"json": "<that JSON>", "offset": {"x": 5000}, "folder": "ArenaCopy"}.
Recipe: turn a prototype actor into a Blueprint
- Build the actor with
actor.spawn_empty+actor.add_componentcalls. actor.convert_to_blueprint {"actors": ["Prototype"], "folder": "/Game/Blueprints", "name": "BP_Prototype", "replaceInLevel": true}- Continue in the
bpkit (bp.add_variable,bp.add_function,bp.compile).
Gotchas
- Editor world only. These tools never touch a running PIE session; use
play.*(edit kit) for that. Changes are recorded in the editor transaction, soedit.undoreverts them, but the level is only written to disk by the level kit's save tools. - Every spawned actor gets a scene root. A bare
AActorhas no root component, which would make it useless for transforms, attachment andactor.convert_to_blueprint, so the kit adds a movableDefaultSceneRoot(the same thing the editor's "Empty Actor" placement does).AInfoactors (GameMode, WorldSettings, …) are left transformless, as the engine intends. - Static mobility refuses transform edits.
actor.spawn_meshdefaults toStatic; passmobility: "Movable"(or callactor.set_mobility) before moving a mesh actor at runtime. properties[]values use Unreal text form:"42","true","(X=1,Y=2,Z=3)", an enum entry name ("Movable"), or an asset path. Paths may beProp,Struct.Prop,Component.Propand array elements withProp[0].- Labels are not object names.
actor.set_labelchanges only the outliner label; the object name stays as it was spawned.actor.getreturns both. - Folders are plain path strings (
"Props/Crates"). On 5.1+ they are mapped toFFolderinternally. A folder with no actors disappears when the level is reloaded;actor.delete_foldersimply moves its actors out. - Groups need grouping mode. If
actor.groupreports that no group was created, callactor.set_grouping_active {"active": true}first. actor.add_componentcreates instance components. Native, Blueprint and root components cannot be removed from a level actor; use thebpkit for the Blueprint's construction script instead.actor.remove_componentre-parents the component's children before destroying it.- A non-root scene component can never be parentless.
actor.detach_componenttherefore re-parents to the actor's root rather than detaching to nothing, and is a no-op when the component already sits directly under the root. (actor.detachon whole actors does detach normally.) actor.replace_withgoes through the editor's actor conversion, which only carries the transform; the kit restores label, folder and tags afterwards. Some class pairs are refused by the editor and the reply says so instead of failing silently.actor.merge_static_mesheswrites an asset and runs a full bake; it is Risk 3 and can take a while on large selections.actor.snapshot_transformslives in memory for the editor session only and is not part of the undo buffer — it is meant for quick experiments you want to roll back without an undo.- Traces use the physics world of the editor level, so actors with no collision are invisible to
line_trace,sweep_boxandsnap_to_floor. actor.move_to_camera,actor.frame_selectedandactor.raycast_from_cameraneed an interactive level viewport and fail withE_EDITOR_STATEin a headless editor.
Tools
Legend. risk 0 = read-only, 1 = harmless editor op, 2 = modifies asset, 3 = deletes/replaces asset, 4 = project/config/build op, 5 = potentially destructive (calls above
MaxAutoRiskneed"_confirm": true). mutates = runs in a transaction (edit.undo reverts). requires PIE / requires world = refused without a PIE session / an open level. requires plugin = unavailable while the plugin is disabled. dryRun = honours thedryRunargument. smoke = covered byedit.self_test.
actor.add_component (risk 2, mutates, requires world, smoke)
Adds an instance component to a level actor and attaches it to the root or to another component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
class | string | required. Component class ("StaticMeshComponent", "PointLightComponent", ...). |
name | string | Name for the new component; a unique one is generated when empty. |
parent | string | Existing scene component to attach to; empty attaches to the root. |
socket | string | Socket on the parent component. |
location | {x,y,z} | |
rotation | {x,y,z} | |
scale | {x,y,z} | |
properties | array of UeaKeyValue |
Returns: component, properties, message.
actor.add_instances (risk 2, mutates, requires world, smoke)
Adds instances to an instanced static mesh actor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
transforms | array of UeaActTransformSpec | required. |
worldSpace | boolean | Treat the transforms as world-space (default) instead of component-relative. Default true. |
Returns: instances, count, total, mesh, message.
actor.add_tag (risk 2, mutates, requires world, smoke)
Adds a tag to one or more actors.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
tag | string | required. |
Returns: actors, count, total, message.
actor.add_to_group (risk 2, mutates, requires world, smoke)
Adds actors to an existing group.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
group | string | required. Group actor label or name. |
Returns: group, message.
actor.align_to_actor (risk 2, mutates, requires world, smoke)
Copies location, rotation and/or scale of a target actor onto other actors.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
target | string | required. Actor whose transform is copied. |
location | boolean | Default true. |
rotation | boolean | Default false. |
scale | boolean | Default false. |
Returns: actors, count, total, message.
actor.align_to_grid (risk 2, mutates, requires world, smoke)
Rounds the location of actors to a grid step.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
gridSize | number | Grid step in centimetres. Default 10.0. |
Returns: actors, count, total, message.
actor.apply_material_many (risk 2, mutates, requires world, dryRun, smoke)
Applies one material to many actors, on one slot or on every slot.
| Argument | Type | Description |
|---|---|---|
actors | array of string | Explicit actor list; when empty the class/name/tag/folder filter is used. |
material | string | required. |
slot | integer | Material slot; -1 applies to every slot. Default -1. |
dryRun | boolean | Default false. |
Returns: message, count, items.
actor.arrange_line (risk 2, mutates, requires world, smoke)
Places actors evenly on the segment between two world points.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
start | {x,y,z} | required. |
end | {x,y,z} | required. |
Returns: actors, count, total, message.
actor.attach (risk 2, mutates, requires world, smoke)
Attaches an actor to a parent actor, optionally at a socket, with a keepWorld/keepRelative/snapToTarget rule.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
parent | string | required. |
socket | string | Socket on the parent's root component. |
rule | string | keepWorld (default), keepRelative or snapToTarget. |
Returns: actor, message.
actor.attach_component (risk 2, mutates, requires world, smoke)
Attaches a scene component to another component of the same actor, optionally at a socket.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
parent | string | required. Scene component of the same actor to attach to. |
socket | string | |
rule | string | keepWorld (default), keepRelative or snapToTarget. |
Returns: component, properties, message.
actor.attach_many (risk 2, mutates, requires world, smoke)
Attaches several actors to the same parent.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
parent | string | required. |
socket | string | |
rule | string |
Returns: actors, count, total, message.
actor.call_function (risk 3, mutates, requires world, smoke)
Calls a UFUNCTION on an actor of the editor world and returns its output parameters.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
function | string | required. UFUNCTION name on the actor. |
args | array of string | Arguments in declaration order, in Unreal text form. |
Returns: values, count, message.
actor.clear_instances (risk 3, mutates, destructive, requires world, smoke)
Removes every instance of an instanced static mesh actor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. Actor label, object name, unique class name or unique name prefix. |
Returns: instances, count, total, mesh, message.
actor.convert_to_blueprint (risk 3, mutates, requires world, smoke)
Creates a Blueprint asset from one actor, or harvests the components of several actors into one Blueprint.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
folder | string | required. Content folder for the new Blueprint asset. |
name | string | required. |
replaceInLevel | boolean | Replace the source actors with an instance of the new Blueprint. Default false. |
harvest | boolean | Harvest the components of every actor into a single Blueprint. Default false. |
Returns: value, number, result, message.
actor.copy_components (risk 2, mutates, requires world, smoke)
Copies instance components from one actor to another with the editor's component clipboard.
| Argument | Type | Description |
|---|---|---|
from | string | required. Actor to copy components from. |
to | string | required. Actor to paste them onto. |
components | array of string | Component names to copy; empty copies every non-native scene component. |
Returns: components, count, message.
actor.copy_to_clipboard (risk 1, requires world, smoke)
Copies actors to the editor clipboard and returns the T3D text so it can be pasted later.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
Returns: value, number, result, message.
actor.count_by_class (risk 0, requires world, smoke)
Actor count per class in the level or in one outliner folder, highest first.
| Argument | Type | Description |
|---|---|---|
folder | string | Outliner folder path; empty means the whole level. |
Returns: values, count, message.
actor.create_folder (risk 1, mutates, requires world, smoke)
Creates an outliner folder (and its missing parents).
| Argument | Type | Description |
|---|---|---|
path | string | required. Outliner folder path, e.g. "Props/Crates". |
Returns: folders, count, message.
actor.create_instanced_mesh (risk 2, mutates, requires world, smoke)
Spawns an actor carrying an (optionally hierarchical) instanced static mesh component.
| Argument | Type | Description |
|---|---|---|
mesh | string | required. |
name | string | |
hierarchical | boolean | Use a HierarchicalInstancedStaticMeshComponent (LOD support) instead of a plain ISM. Default false. |
location | {x,y,z} | |
folder | string |
Returns: actor, message.
actor.delete (risk 3, mutates, destructive, requires world, smoke)
Deletes one actor from the level.
| Argument | Type | Description |
|---|---|---|
actor | string | required. Actor label, object name, unique class name or unique name prefix. |
Returns: message, count, items.
actor.delete_by_filter (risk 5, mutates, destructive, requires world, dryRun, smoke)
Deletes every actor matching a class/name/tag/folder filter. Use dryRun first: this can empty a level.
| Argument | Type | Description |
|---|---|---|
dryRun | boolean | Only report what would be deleted. Default false. |
Returns: message, count, items.
actor.delete_folder (risk 2, mutates, destructive, requires world, smoke)
Deletes an outliner folder, moving its actors to the parent folder or to the root.
| Argument | Type | Description |
|---|---|---|
path | string | required. |
moveActorsToParent | boolean | Move the actors of the folder to its parent instead of to the root. Default true. |
Returns: message, count, items.
actor.delete_many (risk 3, mutates, destructive, requires world, smoke)
Deletes several actors in one transaction.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
Returns: message, count, items.
actor.deselect (risk 1, requires world, smoke)
Removes actors from the editor selection.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
add | boolean | Add to the current selection instead of replacing it. Default false. |
selectHidden | boolean | Allow selecting hidden actors. Default true. |
Returns: actors, components, count, message.
actor.detach (risk 2, mutates, requires world, smoke)
Detaches actors from their parent, keeping their world transform by default.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
keepWorld | boolean | Keep the current world transform after detaching. Default true. |
Returns: actors, count, total, message.
actor.detach_component (risk 2, mutates, requires world, smoke)
Re-parents a scene component to the actor's root, keeping its world transform. A non-root scene component can never be parentless, so detaching one that already sits under the root is a no-op.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
Returns: component, properties, message.
actor.distribute (risk 2, mutates, requires world, smoke)
Spaces actors evenly along an axis, either with a fixed spacing or between the current extremes.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
axis | string | required. "x", "y" or "z". |
spacing | number | Fixed distance between neighbours; 0 spreads them evenly between the outermost two. Default 0.0. |
between | boolean | Spread evenly between the current extremes (ignores spacing). Default false. |
Returns: actors, count, total, message.
actor.duplicate (risk 2, mutates, requires world, smoke)
Duplicates an actor one or more times with a cumulative offset.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
offset | {x,y,z} | World offset applied to each copy (cumulative when count > 1). |
name | string | Label of the copy; only used when count is 1. |
count | integer | How many copies to make. Default 1. |
Returns: actors, count, total, message.
actor.duplicate_many (risk 2, mutates, requires world, smoke)
Duplicates several actors at once with a shared offset.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
offset | {x,y,z} |
Returns: actors, count, total, message.
actor.exists (risk 0, requires world, smoke)
Whether an actor reference resolves to exactly one actor of the editor world.
| Argument | Type | Description |
|---|---|---|
actor | string | required. Actor label, object name, unique class name or unique name prefix. |
Returns: value, number, result, message.
actor.export (risk 0, requires world, smoke)
Exports actors as JSON (class, label, folder, tags, transform, mesh/materials and chosen properties).
| Argument | Type | Description |
|---|---|---|
actors | array of string | Actors to export; empty exports the whole level. |
properties | array of string | Extra property paths to record for every actor. |
pretty | boolean | Pretty-print the JSON. Default false. |
Returns: json, count, message.
actor.export_folder (risk 0, requires world, smoke)
Exports every actor of an outliner folder as JSON.
| Argument | Type | Description |
|---|---|---|
folder | string | required. |
properties | array of string | |
pretty | boolean | Default false. |
Returns: json, count, message.
actor.find_at_origin (risk 0, requires world, smoke)
Actors sitting at (or very near) the world origin, a common sign of a forgotten placement.
| Argument | Type | Description |
|---|---|---|
tolerance | number | Distance from the world origin below which an actor counts as "at origin". Default 1.0. |
classFilter | string |
Returns: actors, count, total, message.
actor.find_by_class (risk 0, requires world, smoke)
Every actor of a class (subclasses included by default).
| Argument | Type | Description |
|---|---|---|
class | string | required. Class name, class path or Blueprint asset path. |
includeSubclasses | boolean | Also match subclasses. Default true. |
Returns: actors, count, total, message.
actor.find_by_label (risk 0, requires world, smoke)
Every actor whose label matches a wildcard pattern ("Smoke_*").
| Argument | Type | Description |
|---|---|---|
pattern | string | required. Label pattern; supports the wildcards * and ? (e.g. "Smoke_*"). |
Returns: actors, count, total, message.
actor.find_by_tag (risk 0, requires world, smoke)
Every actor carrying the given tag.
| Argument | Type | Description |
|---|---|---|
tag | string | required. |
Returns: actors, count, total, message.
actor.find_duplicates (risk 0, requires world, smoke)
Actors that share class, mesh and transform with another actor.
| Argument | Type | Description |
|---|---|---|
tolerance | number | Distance below which two locations count as identical, in centimetres. Default 1.0. |
folder | string |
Returns: actors, count, total, message.
actor.find_in_box (risk 0, requires world, smoke)
Actors whose origin lies inside an axis-aligned box.
| Argument | Type | Description |
|---|---|---|
min | {x,y,z} | required. Minimum corner of the world-space box. |
max | {x,y,z} | required. Maximum corner of the world-space box. |
classFilter | string | Optional class name/substring filter. |
Returns: actors, count, total, message.
actor.find_in_radius (risk 0, requires world, smoke)
Actors whose origin lies inside a sphere.
| Argument | Type | Description |
|---|---|---|
center | {x,y,z} | required. World-space centre of the sphere. |
radius | number | required. Radius in centimetres. |
classFilter | string | Optional class name/substring filter. |
Returns: actors, count, total, message.
actor.find_missing_assets (risk 0, requires world, smoke)
Actors whose mesh or material references are null.
| Argument | Type | Description |
|---|---|---|
folder | string | Outliner folder path; empty means the whole level. |
Returns: issues, errors, warnings, checked, message.
actor.find_outside_bounds (risk 0, requires world, smoke)
Actors whose origin lies outside a world-space box.
| Argument | Type | Description |
|---|---|---|
min | {x,y,z} | required. Minimum corner of the world-space box. |
max | {x,y,z} | required. Maximum corner of the world-space box. |
classFilter | string | Optional class name/substring filter. |
Returns: actors, count, total, message.
actor.find_overlapping (risk 0, requires world, smoke)
Pairs of actors whose bounding-box centres are closer than a threshold.
| Argument | Type | Description |
|---|---|---|
classFilter | string | |
threshold | number | Maximum distance between bounding-box centres to count as overlapping, in centimetres. Default 10.0. |
limit | integer | Default 100. |
Returns: actors, count, total, message.
actor.find_unlabeled (risk 0, requires world, smoke)
Actors that still carry an auto-generated label (class name plus a number).
| Argument | Type | Description |
|---|---|---|
folder | string | Outliner folder path; empty means the whole level. |
Returns: actors, count, total, message.
actor.focus_camera (risk 1, requires world, smoke)
Moves the level viewport cameras so the given actors fill the view.
| Argument | Type | Description |
|---|---|---|
actors | array of string | Actors to act on; empty = the current selection. |
Returns: message, count, items.
actor.frame_selected (risk 1, requires world)
Frames the current selection in the level viewport. Not smoke-tested: it needs an interactive level viewport.
No arguments.
Returns: message, count, items.
actor.get (risk 0, requires world, smoke)
Full description of one actor, optionally with its components and property values.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
includeComponents | boolean | Also list the actor's components. Default false. |
includeProperties | boolean | Also list the actor's editable properties and their current values. Default false. |
Returns: actor, components, properties, message.
actor.get_bounds (risk 0, requires world, smoke)
Combined bounding box of a set of actors, plus the box of each one.
| Argument | Type | Description |
|---|---|---|
actors | array of string | Actors to measure; empty = every actor of the level. |
onlyColliding | boolean | Only take colliding components into account. Default false. |
Returns: min, max, center, extent, actors, count, message.
actor.get_by_guid (risk 0, requires world)
Finds an actor by its persistent GUID. Not smoke-tested: it needs a GUID obtained from actor.get_guid first.
| Argument | Type | Description |
|---|---|---|
guid | string | required. |
Returns: actor, message.
actor.get_children (risk 0, requires world, smoke)
The actors attached to an actor, optionally recursively.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
recursive | boolean | Include grandchildren. Default false. |
Returns: actors, count, total, message.
actor.get_component (risk 0, requires world, smoke)
Details of one component, optionally with its property values.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
includeProperties | boolean | Default false. |
Returns: component, properties, message.
actor.get_component_bounds (risk 0, requires world, smoke)
World bounding box of one component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | Component name; empty uses the root component. |
Returns: min, max, center, extent, actors, count, message.
actor.get_component_materials (risk 0, requires world, smoke)
Lists the material slots of a mesh component and the material currently used by each one.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | Component name; empty uses the root component. |
Returns: values, count, message.
actor.get_component_property (risk 0, requires world, smoke)
Reads one property of a component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
property | string | required. |
Returns: value, number, result, message.
actor.get_distance (risk 0, requires world, smoke)
Distance in centimetres between the origins of two actors.
| Argument | Type | Description |
|---|---|---|
a | string | required. |
b | string | required. |
Returns: value, number, result, message.
actor.get_folder_actors (risk 0, requires world, smoke)
The actors of an outliner folder, optionally including subfolders.
| Argument | Type | Description |
|---|---|---|
path | string | required. |
recursive | boolean | Include the actors of subfolders. Default true. |
Returns: actors, count, total, message.
actor.get_group (risk 0, requires world, smoke)
The group an actor belongs to, with its members.
| Argument | Type | Description |
|---|---|---|
group | string | required. Group actor label/name, or any actor belonging to the group. |
Returns: group, message.
actor.get_guid (risk 0, requires world, smoke)
Persistent GUID of an actor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. Actor label, object name, unique class name or unique name prefix. |
Returns: value, number, result, message.
actor.get_instances (risk 0, requires world, smoke)
Lists the instances of an instanced static mesh actor with their transforms.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
limit | integer | Default 100. |
offset | integer | Default 0. |
Returns: instances, count, total, mesh, message.
actor.get_nearest (risk 0, requires world, smoke)
The N actors nearest to an actor or to a world point, sorted by distance.
| Argument | Type | Description |
|---|---|---|
to | string | Reference actor; when empty the point in "point" is used. |
point | {x,y,z} | Reference point used when "to" is empty. |
classFilter | string | Optional class name/substring filter. |
count | integer | How many nearest actors to return. Default 1. |
Returns: actors, count, total, message.
actor.get_outliner_path (risk 0, requires world, smoke)
Outliner path of an actor ("Folder/Sub/Label").
| Argument | Type | Description |
|---|---|---|
actor | string | required. Actor label, object name, unique class name or unique name prefix. |
Returns: value, number, result, message.
actor.get_outliner_tree (risk 0, requires world, smoke)
The outliner as a folder tree with the actors of each folder.
| Argument | Type | Description |
|---|---|---|
folder | string | Root folder; empty starts at the outliner root. |
depth | integer | Maximum folder depth (0 = unlimited). Default 0. |
limit | integer | Maximum actors listed per folder. Default 50. |
Returns: json, count, message.
actor.get_parent (risk 0, requires world, smoke)
The attach parent of an actor, if any.
| Argument | Type | Description |
|---|---|---|
actor | string | required. Actor label, object name, unique class name or unique name prefix. |
Returns: actor, message.
actor.get_properties (risk 0, requires world, smoke)
Reads several properties of an actor at once.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
properties | array of string | Property paths to read. |
Returns: values, count, message.
actor.get_property (risk 0, requires world, smoke)
Reads one property of an actor or of one of its components ("Component.Prop").
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
property | string | required. Property path: "Prop", "Struct.Prop", "ComponentName.Prop", arrays with "Prop[0]". |
Returns: value, number, result, message.
actor.get_relative_transform (risk 0, requires world, smoke)
Transform of one actor expressed in the space of another.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
to | string | required. Actor the transform is expressed relative to. |
Returns: location, rotation, scale, actor, message.
actor.get_root_component (risk 0, requires world, smoke)
The root component of an actor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. Actor label, object name, unique class name or unique name prefix. |
Returns: component, properties, message.
actor.get_selected (risk 0, requires world, smoke)
The currently selected actors, optionally with their components.
| Argument | Type | Description |
|---|---|---|
includeComponents | boolean | Also list the components of the selected actors. Default false. |
Returns: actors, components, count, message.
actor.get_selected_components (risk 0, requires world, smoke)
The components currently selected in the editor.
No arguments.
Returns: actors, components, count, message.
actor.get_skeletal_info (risk 0, requires world)
Mesh, skeleton, bone count, morph targets and physics asset of a skeletal mesh actor. Not smoke-tested: it needs a skeletal mesh fixture.
| Argument | Type | Description |
|---|---|---|
actor | string | required. Actor label, object name, unique class name or unique name prefix. |
Returns: mesh, skeleton, bones, morphTargets, physicsAsset, animBlueprint, materials, message.
actor.get_socket_transform (risk 0, requires world, smoke)
World transform of one socket of an actor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | |
socket | string | required. |
Returns: location, rotation, scale, actor, message.
actor.get_static_mesh_info (risk 0, requires world, smoke)
Mesh, materials, LOD count, triangle/vertex count, collision and lightmap resolution of a static mesh actor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. Actor label, object name, unique class name or unique name prefix. |
Returns: mesh, materials, lods, triangles, vertices, collision, lightmapResolution, boundsMin, boundsMax, message.
actor.get_stats (risk 0, requires world, smoke)
Level statistics: actors per class, mesh actors, estimated triangles, lights, hidden actors, missing assets.
| Argument | Type | Description |
|---|---|---|
folder | string | Outliner folder path; empty means the whole level. |
Returns: totalActors, meshActors, lights, hidden, missingAssets, triangles, byClass, message.
actor.get_transform (risk 0, requires world, smoke)
World and relative transform of an actor plus its bounding box.
| Argument | Type | Description |
|---|---|---|
actor | string | required. Actor label, object name, unique class name or unique name prefix. |
Returns: location, rotation, scale, actor, message.
actor.group (risk 2, mutates, requires world, smoke)
Groups actors into a new AGroupActor so the editor moves them together.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
name | string | Label for the new group actor. |
Returns: group, message.
actor.has_tag (risk 0, requires world, smoke)
Whether an actor carries a tag.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
tag | string | required. |
Returns: value, number, result, message.
actor.import (risk 2, mutates, requires world)
Spawns actors from JSON produced by actor.export, with an optional offset and folder override. Not smoke-tested: the JSON argument cannot be written in UHT metadata, which cannot carry double quotes.
| Argument | Type | Description |
|---|---|---|
json | string | required. JSON produced by actor.export. |
offset | {x,y,z} | World offset added to every imported actor. |
folder | string | Override the outliner folder of every imported actor. |
Returns: actors, count, total, message.
actor.instances_from_actors (risk 2, mutates, requires world, smoke)
Converts static mesh actors that share one mesh into a single instanced static mesh actor.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. Static mesh actors sharing one mesh. |
deleteSource | boolean | Delete the source actors after the conversion. Default true. |
name | string | |
hierarchical | boolean | Default false. |
folder | string |
Returns: actor, message.
actor.instances_to_actors (risk 2, mutates, requires world, smoke)
Explodes an instanced static mesh actor back into one static mesh actor per instance.
| Argument | Type | Description |
|---|---|---|
actor | string | required. Actor carrying an instanced static mesh component. |
deleteSource | boolean | Delete the instanced actor afterwards. Default false. |
namePrefix | string | |
folder | string |
Returns: actors, count, total, message.
actor.invert_selection (risk 1, requires world, smoke)
Inverts the editor selection.
No arguments.
Returns: actors, components, count, message.
actor.line_trace (risk 0, requires world, smoke)
Line trace against the editor world; returns the hit actor, component, location and normal.
| Argument | Type | Description |
|---|---|---|
start | {x,y,z} | required. |
end | {x,y,z} | required. |
channel | string | Trace channel: Visibility (default), Camera, WorldStatic, WorldDynamic, Pawn, PhysicsBody. |
ignore | array of string | Actors to ignore. |
multi | boolean | Return every hit instead of the first one. Default false. |
Returns: hit, hits, count, message.
actor.list (risk 0, requires world, smoke)
Lists the actors of the editor world with optional class/name/tag/folder/sublevel filters and paging.
| Argument | Type | Description |
|---|---|---|
sublevel | string | Only actors of this sublevel (level object name). |
hiddenOnly | boolean | Only actors currently hidden in the editor. Default false. |
limit | integer | Maximum actors returned (default 100, 0 = no limit). Default 100. |
offset | integer | Index of the first actor returned. Default 0. |
includeBounds | boolean | Also compute and return the bounding box of every actor (slower). Default false. |
Returns: actors, count, total, message.
actor.list_component_properties (risk 0, requires world, smoke)
Lists the editable properties of a component with their types and (optionally) values.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
nameContains | string | |
includeValues | boolean | Default true. |
limit | integer | Default 200. |
Returns: values, count, message.
actor.list_components (risk 0, requires world, smoke)
Lists the components of an actor with class, parent, relative transform, mobility and creation method.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
sceneOnly | boolean | Only components deriving from USceneComponent. Default false. |
Returns: components, count, message.
actor.list_folders (risk 0, requires world, smoke)
The outliner folder tree of the level with per-folder actor counts.
No arguments.
Returns: folders, count, message.
actor.list_groups (risk 0, requires world, smoke)
Every actor group of the level with its members.
No arguments.
Returns: groups, count, groupingActive, message.
actor.list_material_slots (risk 0, requires world, smoke)
Lists the material slots of a mesh actor and the material used by each one.
| Argument | Type | Description |
|---|---|---|
actor | string | required. Actor label, object name, unique class name or unique name prefix. |
Returns: values, count, message.
actor.list_properties (risk 0, requires world, smoke)
Lists the editable properties of an actor with their types and (optionally) values.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
nameContains | string | Only properties whose name contains this substring. |
includeValues | boolean | Include the values as well as the names/types. Default true. |
limit | integer | Maximum properties returned (0 = all). Default 200. |
Returns: values, count, message.
actor.list_sockets (risk 0, requires world, smoke)
Lists the sockets of an actor's components (or of one component).
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | Component name; empty uses the root component. |
Returns: values, count, message.
actor.list_tags (risk 0, requires world, smoke)
Every tag used in the level with the number of actors carrying it.
No arguments.
Returns: values, count, message.
actor.lock_group (risk 1, mutates, requires world, smoke)
Locks a group so its members are selected together.
| Argument | Type | Description |
|---|---|---|
group | string | required. Group actor label/name, or any actor belonging to the group. |
Returns: group, message.
actor.look_at (risk 2, mutates, requires world, smoke)
Rotates an actor so that one of its local axes points at a target actor or point.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
target | string | Target actor; when empty the point in "point" is used. |
point | {x,y,z} | |
axis | string | Which local axis points at the target: "x" (default), "y", "z", "-x", "-y" or "-z". |
keepPitch | boolean | Keep the current pitch (rotate around yaw only). Default false. |
Returns: location, rotation, scale, actor, message.
actor.match_transform (risk 2, mutates, requires world, smoke)
Copies the whole world transform of one actor onto another.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
source | string | required. Actor whose full transform is copied. |
Returns: location, rotation, scale, actor, message.
actor.merge_static_meshes (risk 3, mutates, requires world)
Merges the static meshes of several actors into one StaticMesh asset. Not smoke-tested: mesh merging writes assets and runs a long bake.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
folder | string | required. Content folder for the merged static mesh. |
name | string | required. |
replaceSource | boolean | Delete the source actors and spawn one actor with the merged mesh. Default false. |
mergeMaterials | boolean | Bake the materials into a single atlas material. Default false. |
pivotAtOrigin | boolean | Put the merged mesh pivot at the world origin instead of the bounds centre. Default false. |
Returns: value, number, result, message.
actor.mirror (risk 2, mutates, requires world, smoke)
Mirrors actors across a world plane (their location and the matching scale component are negated).
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
axis | string | required. Mirror plane normal: "x", "y" or "z". |
origin | {x,y,z} | Point the mirror plane passes through. |
Returns: actors, count, total, message.
actor.move_by (risk 2, mutates, requires world, smoke)
Translates actors by a delta (world or local space); empty actors uses the selection.
| Argument | Type | Description |
|---|---|---|
actors | array of string | Actors to move; empty = the current selection. |
delta | {x,y,z} | required. The delta: offset in centimetres, rotation in degrees or scale multiplier depending on the tool. |
space | string | "world" (default) or "local". |
Returns: actors, count, total, message.
actor.move_folder (risk 1, mutates, requires world, smoke)
Reparents an outliner folder under another folder.
| Argument | Type | Description |
|---|---|---|
path | string | required. |
newParent | string | New parent folder; empty moves the folder to the root. |
Returns: folders, count, message.
actor.move_to_camera (risk 2, mutates, requires world)
Moves actors in front of the active level viewport camera. Not smoke-tested: it needs an interactive level viewport.
| Argument | Type | Description |
|---|---|---|
actors | array of string | Actors to act on; empty = the current selection. |
Returns: actors, count, total, message.
actor.overlap_box (risk 0, requires world, smoke)
Actors overlapping a world-space box.
| Argument | Type | Description |
|---|---|---|
center | {x,y,z} | required. |
extent | {x,y,z} | required. Half-extent of the box in centimetres. |
channel | string |
Returns: actors, count, total, message.
actor.overlap_sphere (risk 0, requires world, smoke)
Actors overlapping a world-space sphere.
| Argument | Type | Description |
|---|---|---|
center | {x,y,z} | required. |
radius | number | required. |
channel | string |
Returns: actors, count, total, message.
actor.paste_from_clipboard (risk 2, mutates, requires world)
Pastes actors from T3D text or from the system clipboard. Not smoke-tested: it depends on clipboard state the run does not own.
| Argument | Type | Description |
|---|---|---|
text | string | Actor text produced by actor.copy_to_clipboard; empty pastes the system clipboard. |
offset | boolean | Offset the pasted actors. Default false. |
Returns: actors, count, total, message.
actor.place_on_surface (risk 2, mutates, requires world, smoke)
Traces from a point in a direction and places an actor at the hit location.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
from | {x,y,z} | required. World point the trace starts from. |
direction | {x,y,z} | Trace direction; (0,0,0) means straight down. |
maxDistance | number | Trace length in centimetres. Default 100000.0. |
align | boolean | Align the actor to the hit normal. Default false. |
Returns: location, rotation, scale, actor, message.
actor.randomize_transform (risk 2, mutates, requires world, smoke)
Adds bounded random rotation, scale and displacement to actors from a seed.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
rotationRange | {x,y,z} | Maximum random rotation per axis in degrees (x=pitch, y=yaw, z=roll). |
scaleRange | {x,y,z} | Uniform scale range as (min, max, unused); (0,0,0) leaves the scale alone. |
locationJitter | {x,y,z} | Maximum random displacement per axis in centimetres. |
seed | integer | Default 0. |
Returns: actors, count, total, message.
actor.raycast_from_camera (risk 0, requires world)
Traces forward from the active level viewport camera. Not smoke-tested: it needs an interactive level viewport.
| Argument | Type | Description |
|---|---|---|
maxDistance | number | Trace length in centimetres. Default 100000.0. |
channel | string |
Returns: hit, hits, count, message.
actor.relabel_by_class (risk 2, mutates, requires world, dryRun, smoke)
Gives every actor of a folder a unique label derived from its class.
| Argument | Type | Description |
|---|---|---|
folder | string | |
dryRun | boolean | Default false. |
Returns: message, count, items.
actor.remove_component (risk 3, mutates, destructive, requires world, smoke)
Removes an instance component from a level actor; its children are re-parented first. Native, Blueprint and root components cannot be removed.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
Returns: message, count, items.
actor.remove_from_group (risk 2, mutates, requires world, smoke)
Removes actors from a group.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
group | string | required. Group actor label or name. |
Returns: group, message.
actor.remove_instances (risk 3, mutates, destructive, requires world, smoke)
Removes instances by index.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
indices | array of integer | required. |
Returns: instances, count, total, mesh, message.
actor.remove_tag (risk 2, mutates, requires world, smoke)
Removes a tag from one or more actors.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
tag | string | required. |
Returns: actors, count, total, message.
actor.rename_component (risk 2, mutates, requires world, smoke)
Renames an instance component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
newName | string | required. |
Returns: component, properties, message.
actor.rename_folder (risk 1, mutates, requires world, smoke)
Renames or moves an outliner folder and every actor inside it.
| Argument | Type | Description |
|---|---|---|
path | string | required. |
newPath | string | required. |
Returns: folders, count, message.
actor.rename_many (risk 2, mutates, requires world, smoke)
Relabels several actors from a pattern using {base}, {n} and {class}.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
pattern | string | required. Label pattern; {base} = current label, {n} = index, {class} = class name. |
start | integer | First value of {n}. Default 1. |
Returns: actors, count, total, message.
actor.replace_mesh_many (risk 2, mutates, requires world, dryRun, smoke)
Swaps one static mesh for another on every matching actor of the level (or of a folder).
| Argument | Type | Description |
|---|---|---|
from | string | required. StaticMesh currently used. |
to | string | required. StaticMesh to switch to. |
folder | string | Restrict to this outliner folder. |
dryRun | boolean | Default false. |
Returns: message, count, items.
actor.replace_with (risk 3, mutates, destructive, requires world, smoke)
Replaces actors with instances of another class or Blueprint, keeping their transform and label.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
class | string | Target class name or path. |
blueprint | string | Target Blueprint asset path (alternative to class). |
keepTransform | boolean | Default true. |
keepLabel | boolean | Default true. |
Returns: actors, count, total, message.
actor.reset_property (risk 2, mutates, requires world, smoke)
Resets one property of an actor to its class default value.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
property | string | required. Property path: "Prop", "Struct.Prop", "ComponentName.Prop", arrays with "Prop[0]". |
Returns: value, number, result, message.
actor.restore_transforms (risk 2, mutates, requires world, smoke)
Restores the transforms recorded by actor.snapshot_transforms.
| Argument | Type | Description |
|---|---|---|
name | string | required. |
remove | boolean | Forget the snapshot after restoring it. Default false. |
Returns: actors, count, total, message.
actor.rotate_by (risk 2, mutates, requires world, smoke)
Rotates actors by a delta in degrees (world or local space).
| Argument | Type | Description |
|---|---|---|
actors | array of string | Actors to move; empty = the current selection. |
delta | {x,y,z} | required. The delta: offset in centimetres, rotation in degrees or scale multiplier depending on the tool. |
space | string | "world" (default) or "local". |
Returns: actors, count, total, message.
actor.scale_by (risk 2, mutates, requires world, smoke)
Multiplies the scale of actors component-wise.
| Argument | Type | Description |
|---|---|---|
actors | array of string | Actors to move; empty = the current selection. |
delta | {x,y,z} | required. The delta: offset in centimetres, rotation in degrees or scale multiplier depending on the tool. |
space | string | "world" (default) or "local". |
Returns: actors, count, total, message.
actor.select (risk 1, requires world, smoke)
Selects actors in the editor, replacing or extending the current selection.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
add | boolean | Add to the current selection instead of replacing it. Default false. |
selectHidden | boolean | Allow selecting hidden actors. Default true. |
Returns: actors, components, count, message.
actor.select_by_filter (risk 1, requires world, smoke)
Selects every actor matching a class/name/tag/folder filter.
| Argument | Type | Description |
|---|---|---|
add | boolean | Default false. |
Returns: actors, components, count, message.
actor.select_children (risk 1, requires world, smoke)
Selects the actors attached to the given actors (or to the current selection).
| Argument | Type | Description |
|---|---|---|
actors | array of string | Parent actors; empty uses the current selection. |
recursive | boolean | Default false. |
add | boolean | Default false. |
Returns: actors, components, count, message.
actor.select_component (risk 1, requires world, smoke)
Selects one component of an actor (component selection mode).
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
Returns: actors, components, count, message.
actor.select_in_box (risk 1, requires world, smoke)
Selects every actor whose origin lies inside a world-space box.
| Argument | Type | Description |
|---|---|---|
min | {x,y,z} | required. |
max | {x,y,z} | required. |
add | boolean | Default false. |
Returns: actors, components, count, message.
actor.select_none (risk 1, requires world, smoke)
Clears the editor selection.
No arguments.
Returns: actors, components, count, message.
actor.select_parent (risk 1, requires world, smoke)
Selects the attach parents of the selected actors.
| Argument | Type | Description |
|---|---|---|
actors | array of string | Actors to act on; empty = the current selection. |
Returns: actors, components, count, message.
actor.select_similar (risk 1, requires world, smoke)
Selects every actor of the same class as the given one.
| Argument | Type | Description |
|---|---|---|
actor | string | required. Actor label, object name, unique class name or unique name prefix. |
Returns: actors, components, count, message.
actor.set_anim_blueprint (risk 2, mutates, requires world)
Assigns an Animation Blueprint to a skeletal mesh actor. Not smoke-tested: it needs a skeletal mesh fixture.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
animBlueprint | string | required. Animation Blueprint asset path. |
Returns: actor, message.
actor.set_animation_asset (risk 2, mutates, requires world)
Plays an animation asset on a skeletal mesh actor at edit time. Not smoke-tested: it needs a skeletal mesh fixture.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
asset | string | required. AnimSequence or other UAnimationAsset path. |
loop | boolean | Default true. |
playing | boolean | Default true. |
Returns: actor, message.
actor.set_camera (risk 2, mutates, requires world, smoke)
Sets field of view, aspect ratio, projection mode and post-process blend of a camera actor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
fov | number | Horizontal field of view in degrees; 0 leaves it unchanged. Default 0.0. |
aspect | number | Default 0.0. |
constrainAspect | boolean | Default false. |
hasConstrainAspect | boolean | Default false. |
projectionMode | string | Perspective or Orthographic. |
orthoWidth | number | Width of the orthographic view in centimetres; 0 leaves it unchanged. Default 0.0. |
postProcessBlendWeight | number | 0..1; -1 leaves it unchanged. Default -1.0. |
Returns: actor, message.
actor.set_cast_shadow (risk 2, mutates, requires world, smoke)
Sets the shadow-casting flags of a mesh actor (any subset).
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
castShadow | boolean | Default true. |
hasCastShadow | boolean | Default false. |
castDynamic | boolean | Default true. |
hasCastDynamic | boolean | Default false. |
castStatic | boolean | Default true. |
hasCastStatic | boolean | Default false. |
castHiddenShadow | boolean | Default false. |
hasCastHiddenShadow | boolean | Default false. |
castInsetShadow | boolean | Default false. |
hasCastInsetShadow | boolean | Default false. |
Returns: values, count, message.
actor.set_cine_camera (risk 2, mutates, requires world)
Sets focal length, aperture, focus distance, sensor size and lens preset of a CineCameraActor. Not smoke-tested: the smoke fixture is a plain CameraActor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
focalLength | number | Focal length in millimetres; 0 leaves it unchanged. Default 0.0. |
aperture | number | F-stop; 0 leaves it unchanged. Default 0.0. |
focusDistance | number | Manual focus distance in centimetres; 0 leaves it unchanged. Default 0.0. |
sensorWidth | number | Sensor width in millimetres; 0 leaves it unchanged. Default 0.0. |
sensorHeight | number | Default 0.0. |
lensPreset | string | Named lens preset from the project's cine camera settings. |
Returns: actor, message.
actor.set_collision_complexity (risk 2, mutates, requires world, smoke)
Sets how the collision of a static mesh actor is derived from the mesh (complex/simple).
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
useComplexAsSimple | boolean | Use the render mesh for collision. Default false. |
useSimpleAsComplex | boolean | Use the simple collision primitives for complex queries. Default false. |
Returns: actor, message.
actor.set_component_collision (risk 2, mutates, requires world, smoke)
Sets collision enablement, profile, object type and per-channel responses of a primitive component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
enabled | string | NoCollision, QueryOnly, PhysicsOnly or QueryAndPhysics. |
profile | string | Collision profile name ("BlockAll", "OverlapAll", ...). |
objectType | string | Object type channel ("WorldStatic", "WorldDynamic", ...). |
responses | array of UeaActChannelResponse | |
generateOverlapEvents | boolean | Default false. |
hasGenerateOverlapEvents | boolean | Default false. |
Returns: component, properties, message.
actor.set_component_hidden_in_game (risk 2, mutates, requires world, smoke)
Sets bHiddenInGame on a scene component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
value | boolean | required. |
propagate | boolean | Apply to child components as well. Default false. |
Returns: component, properties, message.
actor.set_component_material (risk 2, mutates, requires world, smoke)
Overrides the material of one slot of a mesh component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
slot | integer | Material slot index. Default 0. |
material | string | Material asset path; empty clears the override. |
Returns: component, properties, message.
actor.set_component_mesh (risk 2, mutates, requires world, smoke)
Assigns a static or skeletal mesh asset to a mesh component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
mesh | string | required. StaticMesh or SkeletalMesh asset path. |
Returns: component, properties, message.
actor.set_component_mobility (risk 2, mutates, requires world, smoke)
Sets the mobility of a scene component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
mobility | string | required. Static, Stationary or Movable. |
Returns: component, properties, message.
actor.set_component_physics (risk 2, mutates, requires world, smoke)
Sets physics simulation, mass override, gravity and damping of a primitive component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
simulate | boolean | Default false. |
hasSimulate | boolean | Default false. |
mass | number | Mass override in kilograms; 0 removes the override. Default 0.0. |
gravity | boolean | Default true. |
hasGravity | boolean | Default false. |
linearDamping | number | Default -1.0. |
angularDamping | number | Default -1.0. |
Returns: component, properties, message.
actor.set_component_properties (risk 2, mutates, requires world, smoke)
Writes several properties of a component in one transaction.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
properties | array of UeaKeyValue | required. |
Returns: values, count, message.
actor.set_component_property (risk 2, mutates, requires world, smoke)
Writes one property of a component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
property | string | required. |
value | string | required. |
Returns: value, number, result, message.
actor.set_component_tags (risk 2, mutates, requires world, smoke)
Replaces the component tags of a component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
tags | array of string |
Returns: component, properties, message.
actor.set_component_tick (risk 2, mutates, requires world, smoke)
Enables or disables component ticking and sets the tick interval.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
enabled | boolean | Default true. |
interval | number | Seconds between ticks; 0 = every frame. Default 0.0. |
Returns: component, properties, message.
actor.set_component_transform (risk 2, mutates, requires world, smoke)
Sets the relative (default) or world transform of a scene component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
location | {x,y,z} | |
hasLocation | boolean | Default false. |
rotation | {x,y,z} | |
hasRotation | boolean | Default false. |
scale | {x,y,z} | |
hasScale | boolean | Default false. |
world | boolean | Interpret the values as world-space instead of relative to the parent. Default false. |
Returns: location, rotation, scale, actor, message.
actor.set_component_visibility (risk 2, mutates, requires world, smoke)
Shows or hides a scene component in the editor, optionally propagating to its children.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. |
value | boolean | required. |
propagate | boolean | Apply to child components as well. Default false. |
Returns: component, properties, message.
actor.set_decal (risk 2, mutates, requires world, smoke)
Sets the material, size, sort order and fade screen size of a DecalActor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
material | string | |
size | {x,y,z} | Decal box extent; (0,0,0) leaves it unchanged. |
sortOrder | integer | Default 0. |
hasSortOrder | boolean | Default false. |
fadeScreenSize | number | Default -1.0. |
Returns: actor, message.
actor.set_flags (risk 2, mutates, requires world, smoke)
Sets any subset of the common actor flags (damage, replication, tick, life span, collision, relevancy).
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
canBeDamaged | boolean | Set only the flags you pass; the others are left alone (use the has* flags below). Default true. |
hasCanBeDamaged | boolean | Default false. |
replicates | boolean | Default false. |
hasReplicates | boolean | Default false. |
netLoadOnClient | boolean | Default true. |
hasNetLoadOnClient | boolean | Default false. |
tickEnabled | boolean | Default true. |
hasTickEnabled | boolean | Default false. |
lifeSpan | number | Seconds before the actor destroys itself in game; 0 = never. Default 0.0. |
hasLifeSpan | boolean | Default false. |
netDormancy | string | Never, Awake, Initial, DormantAll or DormantPartial. |
enableCollision | boolean | Default true. |
hasEnableCollision | boolean | Default false. |
alwaysRelevant | boolean | Default false. |
hasAlwaysRelevant | boolean | Default false. |
autoDestroyWhenFinished | boolean | Default false. |
hasAutoDestroyWhenFinished | boolean | Default false. |
Returns: values, count, message.
actor.set_folder (risk 2, mutates, requires world, smoke)
Moves actors into an outliner folder (empty path = outliner root).
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
path | string | Destination folder; empty moves the actors to the outliner root. |
Returns: actors, count, total, message.
actor.set_folder_many (risk 2, mutates, requires world, smoke)
Moves every actor of a list or of a filter into an outliner folder.
| Argument | Type | Description |
|---|---|---|
actors | array of string | |
path | string | Destination folder; empty moves to the outliner root. |
Returns: message, count, items.
actor.set_grouping_active (risk 1, requires world, smoke)
Turns the editor's actor grouping mode on or off.
| Argument | Type | Description |
|---|---|---|
active | boolean | required. |
Returns: groups, count, groupingActive, message.
actor.set_hidden (risk 2, mutates, requires world, smoke)
Hides or shows actors in the editor viewport and/or in game.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
hidden | boolean | required. |
inEditor | boolean | Apply to the editor viewport (temporarily hidden). Default true. |
inGame | boolean | Apply to the game (bHidden / SetActorHiddenInGame). Default false. |
Returns: actors, count, total, message.
actor.set_hidden_many (risk 2, mutates, requires world, smoke)
Hides or shows every actor of a list or of a filter.
| Argument | Type | Description |
|---|---|---|
actors | array of string | |
hidden | boolean | required. |
inEditor | boolean | Default true. |
inGame | boolean | Default false. |
Returns: message, count, items.
actor.set_instance_transform (risk 2, mutates, requires world, smoke)
Sets the transform of one instance.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
index | integer | required. |
location | {x,y,z} | |
rotation | {x,y,z} | |
scale | {x,y,z} | |
worldSpace | boolean | Default true. |
Returns: instances, count, total, mesh, message.
actor.set_label (risk 2, mutates, requires world, smoke)
Renames an actor's outliner label, optionally making it unique in the level.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
label | string | required. |
unique | boolean | Make the label unique in the level by appending a number when needed. Default true. |
Returns: actor, message.
actor.set_lightmap_resolution (risk 2, mutates, requires world, smoke)
Overrides the lightmap resolution of a static mesh component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
resolution | integer | required. Lightmap resolution in texels (power of two, e.g. 64). |
override | boolean | Enable the per-component override. Default true. |
Returns: actor, message.
actor.set_location (risk 2, mutates, requires world, smoke)
Moves an actor to a world or local location.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
location | {x,y,z} | required. |
space | string | "world" (default) or "local" (relative to the attach parent). |
sweep | boolean | Sweep to the target location instead of teleporting. Default false. |
teleport | boolean | Teleport physics state instead of interpolating. Default true. |
Returns: location, rotation, scale, actor, message.
actor.set_lod (risk 2, mutates, requires world, smoke)
Forces an LOD level and/or a minimum LOD on a static mesh actor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
forcedLod | integer | Force this LOD index; -1 restores automatic LOD selection. Default -1. |
minLod | integer | Lowest LOD the component may use; -1 removes the override. Default -1. |
Returns: actor, message.
actor.set_material_slot (risk 2, mutates, requires world, smoke)
Sets the material override of one slot of a mesh actor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
slot | integer | required. |
material | string | Material asset path; empty clears the override. |
Returns: values, count, message.
actor.set_materials (risk 2, mutates, requires world, smoke)
Sets the material overrides of every slot of a mesh actor, in order.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
materials | array of string | required. Material asset paths, one per slot in order; an empty entry leaves that slot unchanged. |
Returns: values, count, message.
actor.set_mesh_mobility (risk 2, mutates, requires world, smoke)
Sets the mobility of the mesh component of an actor.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
mobility | string | required. Static, Stationary or Movable. |
Returns: actors, count, total, message.
actor.set_mobility (risk 2, mutates, requires world, smoke)
Sets the mobility (Static/Stationary/Movable) of the root and primitive components of actors.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
mobility | string | required. Static, Stationary or Movable. |
Returns: actors, count, total, message.
actor.set_nanite (risk 2, mutates, UE 5.2+, requires world, smoke)
Enables or disables Nanite rendering for a static mesh component (bForceDisableNanite).
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
enabled | boolean | False sets bForceDisableNanite on the component. Default true. |
Returns: actor, message.
actor.set_pivot_offset (risk 2, mutates, requires world, smoke)
Sets the editor pivot offset of an actor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
offset | {x,y,z} | required. Pivot offset in local space. |
Returns: location, rotation, scale, actor, message.
actor.set_properties (risk 2, mutates, requires world, smoke)
Writes several properties of an actor in one transaction.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
properties | array of UeaKeyValue | required. Property path / value pairs. |
Returns: values, count, message.
actor.set_properties_many (risk 2, mutates, requires world, dryRun, smoke)
Writes several properties on every actor of a list or of a filter.
| Argument | Type | Description |
|---|---|---|
actors | array of string | |
properties | array of UeaKeyValue | required. |
dryRun | boolean | Default false. |
Returns: message, count, items.
actor.set_property (risk 2, mutates, requires world, smoke)
Writes one property of an actor or of one of its components.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
property | string | required. |
value | string | required. Value in Unreal text form ("42", "true", "(X=1,Y=2,Z=3)", "/Game/Path/Asset.Asset"). |
Returns: value, number, result, message.
actor.set_property_many (risk 2, mutates, requires world, dryRun, smoke)
Writes one property on every actor of a list or of a filter.
| Argument | Type | Description |
|---|---|---|
actors | array of string | Explicit actor list; when empty the class/name/tag/folder filter is used. |
property | string | required. |
value | string | required. |
dryRun | boolean | Default false. |
Returns: message, count, items.
actor.set_render_settings (risk 2, mutates, requires world, smoke)
Sets visibility, main-pass/custom-depth rendering, cull distance and translucency sort priority.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
visible | boolean | Default true. |
hasVisible | boolean | Default false. |
renderInMainPass | boolean | Default true. |
hasRenderInMainPass | boolean | Default false. |
renderCustomDepth | boolean | Default false. |
hasRenderCustomDepth | boolean | Default false. |
customDepthStencil | integer | Default -1. |
cullDistance | number | Maximum draw distance in centimetres; -1 leaves it alone, 0 = unlimited. Default -1.0. |
translucencySortPriority | integer | Default 0. |
hasTranslucencySortPriority | boolean | Default false. |
Returns: values, count, message.
actor.set_root_component (risk 2, mutates, requires world, smoke)
Promotes an existing scene component of an actor to be its root component.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
component | string | required. Existing scene component of the actor to promote to root. |
Returns: component, properties, message.
actor.set_rotation (risk 2, mutates, requires world, smoke)
Sets the rotation of an actor (x=pitch, y=yaw, z=roll in degrees).
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
rotation | {x,y,z} | required. x=pitch, y=yaw, z=roll in degrees. |
space | string | |
teleport | boolean | Default true. |
Returns: location, rotation, scale, actor, message.
actor.set_scale (risk 2, mutates, requires world, smoke)
Sets the scale of an actor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
scale | {x,y,z} | required. |
space | string |
Returns: location, rotation, scale, actor, message.
actor.set_skeletal_mesh (risk 2, mutates, requires world)
Assigns a SkeletalMesh asset to a skeletal mesh actor. Not smoke-tested: no skeletal mesh ships in engine content on every supported engine.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
mesh | string | required. |
Returns: actor, message.
actor.set_sound (risk 2, mutates, requires world, smoke)
Sets the sound asset, volume, pitch, auto-activate flag and attenuation of an AmbientSound.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
sound | string | SoundBase asset path. |
volume | number | Volume multiplier; -1 leaves it unchanged. Default -1.0. |
pitch | number | Pitch multiplier; -1 leaves it unchanged. Default -1.0. |
autoActivate | boolean | Default true. |
hasAutoActivate | boolean | Default false. |
attenuation | string | SoundAttenuation asset path. |
Returns: actor, message.
actor.set_static_mesh (risk 2, mutates, requires world, smoke)
Assigns a StaticMesh asset to the static mesh component of an actor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
mesh | string | required. |
Returns: actor, message.
actor.set_tags (risk 2, mutates, requires world, smoke)
Replaces the tag list of one or more actors.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
tags | array of string | The complete new tag list (replaces the existing tags). |
Returns: actors, count, total, message.
actor.set_tags_many (risk 2, mutates, requires world, smoke)
Replaces (or extends) the tags of every actor of a list or of a filter.
| Argument | Type | Description |
|---|---|---|
actors | array of string | |
tags | array of string | |
add | boolean | Add the tags instead of replacing the existing list. Default false. |
Returns: message, count, items.
actor.set_text (risk 2, mutates, requires world, smoke)
Sets the string, size, colour, alignment and material of a TextRenderActor.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
text | string | |
size | number | World size of the glyphs; 0 leaves it unchanged. Default 0.0. |
color | string | "R,G,B" or "R,G,B,A" with components in 0..1. |
alignment | string | Horizontal alignment: left, center or right. |
material | string | Text material asset path. |
Returns: actor, message.
actor.set_transform (risk 2, mutates, requires world, smoke)
Sets any combination of location, rotation and scale in one call.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
location | {x,y,z} | |
hasLocation | boolean | Default false. |
rotation | {x,y,z} | |
hasRotation | boolean | Default false. |
scale | {x,y,z} | |
hasScale | boolean | Default false. |
space | string | |
sweep | boolean | Default false. |
teleport | boolean | Default true. |
Returns: location, rotation, scale, actor, message.
actor.set_transform_many (risk 2, mutates, requires world, smoke)
Applies the same location/rotation/scale to several actors at once.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
location | {x,y,z} | |
hasLocation | boolean | Default false. |
rotation | {x,y,z} | |
hasRotation | boolean | Default false. |
scale | {x,y,z} | |
hasScale | boolean | Default false. |
space | string |
Returns: actors, count, total, message.
actor.snap_to_actor (risk 2, mutates, requires world, smoke)
Places an actor on top of another one, using their bounding boxes.
| Argument | Type | Description |
|---|---|---|
actor | string | required. |
target | string | required. Actor to sit on top of. |
useBounds | boolean | Default true. |
Returns: location, rotation, scale, actor, message.
actor.snap_to_floor (risk 2, mutates, requires world, smoke)
Drops actors straight down onto the first blocking surface (line trace, optionally aligning to the normal).
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
align | boolean | Also rotate the actor to the surface normal. Default false. |
useBounds | boolean | Rest the bottom of the bounding box on the surface instead of the pivot. Default true. |
maxDistance | number | How far down to trace, in centimetres. Default 100000.0. |
Returns: actors, count, total, message.
actor.snapshot_transforms (risk 1, requires world, smoke)
Records the transforms of actors in a named in-memory snapshot (not saved with the level).
| Argument | Type | Description |
|---|---|---|
name | string | required. Snapshot name. |
actors | array of string | Actors to record; empty records the whole level. |
Returns: message, count, items.
actor.spawn (risk 2, mutates, requires world, smoke)
Spawns an actor from a class, Blueprint or asset path and applies label, folder, tags and properties.
| Argument | Type | Description |
|---|---|---|
class | string | required. Class name, class path, Blueprint path or asset path (StaticMesh, SkeletalMesh, Sound, ParticleSystem). |
name | string | Label for the new actor (also used as the object name when free). |
location | {x,y,z} | |
rotation | {x,y,z} | x=pitch, y=yaw, z=roll in degrees. |
scale | {x,y,z} | Scale; (0,0,0) is treated as (1,1,1). |
folder | string | Outliner folder to place the actor in. |
tags | array of string | |
properties | array of UeaKeyValue | Property assignments applied after spawning; keys may be "Prop", "Sub.Prop" or "Component.Prop". |
select | boolean | Select the new actor in the editor. Default false. |
Returns: actor, message.
actor.spawn_at_actor (risk 2, mutates, requires world, smoke)
Spawns an actor at the transform of another actor plus an offset.
| Argument | Type | Description |
|---|---|---|
class | string | required. Class, Blueprint or asset path to spawn. |
at | string | required. Reference actor whose transform is used. |
offset | {x,y,z} | World offset added to the reference location. |
inheritRotation | boolean | Copy the reference actor's rotation too. Default true. |
name | string | |
folder | string |
Returns: actor, message.
actor.spawn_camera (risk 2, mutates, requires world, smoke)
Spawns a CameraActor or a CineCameraActor.
| Argument | Type | Description |
|---|---|---|
name | string | |
location | {x,y,z} | |
rotation | {x,y,z} | |
fov | number | Horizontal field of view in degrees (ignored for cine cameras). Default 90.0. |
cine | boolean | Spawn a CineCameraActor instead of a plain CameraActor. Default false. |
aspect | number | Constrained aspect ratio; 0 leaves the default. Default 0.0. |
folder | string |
Returns: actor, message.
actor.spawn_circle (risk 2, mutates, requires world, smoke)
Spawns actors evenly spaced on a horizontal circle.
| Argument | Type | Description |
|---|---|---|
class | string | |
mesh | string | |
count | integer | required. How many actors to place on the circle. |
radius | number | required. Circle radius in centimetres. |
center | {x,y,z} | |
faceCenter | boolean | Rotate every actor so that +X points at the centre. Default false. |
namePrefix | string | |
folder | string |
Returns: actors, count, total, message.
actor.spawn_decal (risk 2, mutates, requires world, smoke)
Spawns a DecalActor; the material is optional so the decal can be configured later.
| Argument | Type | Description |
|---|---|---|
material | string | Material or material instance to project; optional, assign it later with actor.set_decal. |
name | string | |
location | {x,y,z} | |
rotation | {x,y,z} | |
size | {x,y,z} | Decal box extent; (0,0,0) keeps the default. |
sortOrder | integer | Default 0. |
folder | string |
Returns: actor, message.
actor.spawn_empty (risk 2, mutates, requires world, smoke)
Spawns a bare AActor with a SceneComponent root, useful as an attachment pivot.
| Argument | Type | Description |
|---|---|---|
name | string | |
location | {x,y,z} | |
rotation | {x,y,z} | |
folder | string |
Returns: actor, message.
actor.spawn_grid (risk 2, mutates, requires world, smoke)
Spawns a rows x columns grid of actors or mesh actors with a fixed spacing.
| Argument | Type | Description |
|---|---|---|
class | string | Class or Blueprint to spawn; leave empty and set "mesh" to spawn static mesh actors. |
mesh | string | StaticMesh asset path; used when "class" is empty. |
rows | integer | required. |
columns | integer | required. |
spacing | number | required. Distance between neighbours in centimetres. |
origin | {x,y,z} | World location of the first element. |
namePrefix | string | Label prefix; the index is appended ("Grid_0_0"). |
folder | string |
Returns: actors, count, total, message.
actor.spawn_many (risk 2, mutates, requires world, smoke)
Spawns many actors in one transaction from a list of specs.
| Argument | Type | Description |
|---|---|---|
specs | array of UeaActSpawnSpec | required. One entry per actor to spawn. |
Returns: actors, count, total, message.
actor.spawn_mesh (risk 2, mutates, requires world, smoke)
Spawns a StaticMeshActor or SkeletalMeshActor for a mesh asset, optionally with a material and a mobility.
| Argument | Type | Description |
|---|---|---|
mesh | string | required. StaticMesh or SkeletalMesh asset path (e.g. "/Engine/BasicShapes/Cube"). |
name | string | |
location | {x,y,z} | |
rotation | {x,y,z} | |
scale | {x,y,z} | |
folder | string | |
tags | array of string | |
material | string | Material applied to every slot. |
mobility | string | Static, Stationary or Movable (default Static for static meshes). |
select | boolean | Default false. |
Returns: actor, message.
actor.spawn_player_start (risk 2, mutates, requires world, smoke)
Spawns a PlayerStart.
| Argument | Type | Description |
|---|---|---|
name | string | |
location | {x,y,z} | |
rotation | {x,y,z} | |
tag | string | Player start tag ("Player0"). |
folder | string |
Returns: actor, message.
actor.spawn_random_in_box (risk 2, mutates, requires world, smoke)
Spawns actors at random positions inside a box, optionally with a random yaw.
| Argument | Type | Description |
|---|---|---|
class | string | |
mesh | string | |
count | integer | required. |
min | {x,y,z} | required. |
max | {x,y,z} | required. |
randomYaw | boolean | Give every actor a random yaw. Default false. |
seed | integer | Random seed; 0 picks a time-based seed. Default 0. |
namePrefix | string | |
folder | string |
Returns: actors, count, total, message.
actor.spawn_sound (risk 2, mutates, requires world, smoke)
Spawns an AmbientSound; the sound asset is optional so it can be assigned later.
| Argument | Type | Description |
|---|---|---|
sound | string | SoundBase asset (SoundCue, SoundWave, MetaSound); optional, assign it later with actor.set_sound. |
name | string | |
location | {x,y,z} | |
autoActivate | boolean | Default true. |
volume | number | Volume multiplier (1 = unchanged). Default 1.0. |
folder | string |
Returns: actor, message.
actor.spawn_text (risk 2, mutates, requires world, smoke)
Spawns a TextRenderActor showing a string.
| Argument | Type | Description |
|---|---|---|
text | string | required. |
name | string | |
location | {x,y,z} | |
rotation | {x,y,z} | |
size | number | World size of the glyphs (default 26). Default 26.0. |
color | string | Colour as "R,G,B" or "R,G,B,A" with components in 0..1. |
folder | string |
Returns: actor, message.
actor.sweep_box (risk 0, requires world, smoke)
Box sweep against the editor world.
| Argument | Type | Description |
|---|---|---|
start | {x,y,z} | required. |
end | {x,y,z} | required. |
extent | {x,y,z} | required. Half-extent of the swept box in centimetres. |
channel | string | |
ignore | array of string |
Returns: hit, hits, count, message.
actor.ungroup (risk 2, mutates, requires world, smoke)
Removes actors from their group, deleting the group when it becomes empty.
| Argument | Type | Description |
|---|---|---|
actors | array of string | required. |
Returns: message, count, items.
actor.unlock_group (risk 1, mutates, requires world, smoke)
Unlocks a group so its members can be selected individually.
| Argument | Type | Description |
|---|---|---|
group | string | required. Group actor label/name, or any actor belonging to the group. |
Returns: group, message.
actor.validate (risk 0, requires world, smoke)
Reports missing assets, degenerate scales and other per-actor problems of the level.
| Argument | Type | Description |
|---|---|---|
actors | array of string | Actors to validate; empty validates the whole level. |
Returns: issues, errors, warnings, checked, message.