EditorActorSubsystem missing inside Scriptable Tools in 5.5

How can we access “EditorActorSubsystem” and “LayersSubsystem” inside Scriptable Tools Blueprints ? We have couple of blueprint scriptable tools that utilized this function in 5.4 for passing the user selection to current selection of world actors and after upgrading to 5.5 we are getting error “Editor Subsystems can only be used in Editor Utilities”.

Let us know if you need additional information.

Thanks,

Steps to Reproduce

Hi there,

I believe what you are experiencing now is the intended behaviour. As the error message indicates, Editor Subsystems are only intended to be used in Editor Utilities.

I attempted to reproduce this in 5.4, and I am seeing the exact same behaviour you are experiencing in 5.5. This indicates to me that this is not a regression.

How did you get this working originally in 5.4?

Thanks,

Thomas

So scripts we have were created in 5.3 version and upgraded to 5.4 and 5.5. Those scripts are not throwing any errors but new scripts we are trying to create in 5.5 and 5.4 are throwing this error.

I don’t know why those earlier scripts are working but assuming how this functionality is removed now in 5.4/5.5, we might have to find an alternative to this.

I am attaching those earlier script for your review to see why it is working in the latest version. “ESBP_PowerAnimator” is the script utilizing this function.

And what are alternative or other ways we can select actors without using EditorActorSystem ?

Hi there,

Would you be able to send me those example files as a minimal repro project? Migrating those to an empty project from your source project should be sufficient.

I have tested the same case in 5.3, and I am also seeing the same error message. The relevant area of the source code that makes this check is UK2Node_GetEditorSubsystem::ValidateNodeDuringCompilation in K2Node_GetSubsystem.cpp, if you are interested in taking a look yourself. There have been no recent changes to this area of the codebase, so I expect that you would encounter this behaviour yourself in a fresh 5.3 project also.

I believe I have found a workaround, though. If you create the Scriptable Tool through the editor utility blueprint interface, this constructs the blueprint with the correct editor permissions to access this subsystem.

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Would you be able to try this on your end and see if it satisfies your requirements?

Thanks,

Thomas

Tom,

Creating blueprint through Editor Utilities interface worked. Thanks for solution.

I am also attaching minimal project repo to investigate why it is working in the blueprint we currently have. I have strip down the blueprint to just selection node and it is location inside “Content/Blueprints/InteractiveTools” folder.

Thanks again for the help.

Hi there,

I am glad to hear that this has resolved the issue on your end.

From looking at the sample project, it looks like this workaround method was already used, and that is why it was working on your end - the ESBP_SelectWorldActors is an editor utility blueprint.

I will go ahead and close this support case now.

Regards,

Thomas