AActor::PushSelectionToProxies
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtualENGINE_API
Description
Propagates the current editor selection state down to all primitive scene proxies owned by this actor, causing the viewport to render the selection highlight correctly.
Caveats & Gotchas
- • This is called automatically by the editor selection system — you should not need to call it manually unless you have custom selection logic that bypasses the normal selection pipeline.
- • Overriding this without calling Super::PushSelectionToProxies() will prevent primitive components from receiving the selection state update, causing missing or stale selection highlights in the viewport.
- • Scene proxies are render-thread objects; this function schedules the update via ENQUEUE_RENDER_COMMAND — the visual change will not be immediate.
Signature
ENGINE_API virtual void PushSelectionToProxies() Return Type
void Example
Propagate selection to child proxies after custom selection logic C++
void AMyGroupActor::PushSelectionToProxies()
{
Super::PushSelectionToProxies();
// Also propagate to any child actors we manage
for (AActor* Child : ManagedChildren)
{
if (Child) Child->PushSelectionToProxies();
}
} Tags
Version History
Introduced in: 4.20
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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