AActor::GetRootSelectionParent
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtualENGINE_APIconst
Description
Returns the topmost actor in the editor selection hierarchy, traversing up through GetSelectionParent() until the root is found.
Caveats & Gotchas
- • The engine's default implementation walks the parent chain by calling GetSelectionParent() repeatedly. If your override creates a cycle in the parent chain, this will loop infinitely — always ensure the chain terminates.
- • For flat hierarchies where every actor is its own root, this returns the actor itself (via nullptr from GetSelectionParent), not nullptr.
- • This is used by IsActorOrSelectionParentSelected() internally — consistency between these functions is required for correct editor selection state.
Signature
ENGINE_API virtual AActor* GetRootSelectionParent() const Return Type
AActor* Example
Find the top selection root for an actor C++
AActor* Root = MyActor->GetRootSelectionParent();
if (Root && Root != MyActor)
{
UE_LOG(LogTemp, Log, TEXT("%s is a child of selection root %s"),
*MyActor->GetName(), *Root->GetName());
} Tags
Version History
Introduced in: 4.20
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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