| 676 | } |
| 677 | |
| 678 | bool ShouldListActor(AActor* A) |
| 679 | { |
| 680 | if (!A) |
| 681 | return false; |
| 682 | // Skip the editor's transient/utility actors so the outliner |
| 683 | // shows only user-placed scene content. |
| 684 | if (A->IsA(ABrush::StaticClass())) |
| 685 | return false; |
| 686 | if (A->GetClass()->GetName().Contains(TEXT("WorldSettings"))) |
| 687 | return false; |
| 688 | if (A->GetClass()->GetName().Contains(TEXT("DefaultPhysicsVolume"))) |
| 689 | return false; |
| 690 | if (A->bHiddenEdLayer) |
| 691 | return false; |
| 692 | // Editor-only / engine actors that clutter the list. |
| 693 | const FString ClassName = A->GetClass()->GetName(); |
| 694 | if (ClassName.StartsWith(TEXT("AbstractNavData"))) |
| 695 | return false; |
| 696 | if (ClassName == TEXT("WorldDataLayers")) |
| 697 | return false; |
| 698 | if (ClassName == TEXT("LevelInstanceEditorInstanceActor")) |
| 699 | return false; |
| 700 | if (ClassName == TEXT("WorldPartition")) |
| 701 | return false; |
| 702 | return true; |
| 703 | } |
| 704 | } // namespace |
| 705 | |
| 706 | bool ListActorsSync( |
no outgoing calls
no test coverage detected