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AActor::PushSelectionToProxies

function Engine Since 4.20
#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();
    }
}

Version History

Introduced in: 4.20

Version Status Notes
5.6 stable

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