SelectionSnapshot struct
#include <Editor/Public/UndoHistory.h>
What was selected when a transaction began. Entities are held by handle, so the snapshot survives defrag; a destroyed entity simply fails to resolve.
Public variables
- EditorState::SelectionType Type
- EntityHandle Entity
- std::vector<EntityHandle> Entities
- every selected entity, Entity last
- ClassID Class
- Archetype* Arch