# Very quick rundown of Editor Undo System?

**URL:** <https://forums.unrealengine.com/t/very-quick-rundown-of-editor-undo-system/278656>\
**Category:** C++\
**Tags:** unreal-engine, CPP, question\
**Created:** [March 27, 2014, 1:07pm UTC](https://forums.unrealengine.com/t/very-quick-rundown-of-editor-undo-system/278656 "2014-03-27T13:07:26Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [March 27, 2014, 9:53pm UTC](https://forums.unrealengine.com/t/very-quick-rundown-of-editor-undo-system/278656/4 "2014-03-27T21:53:49Z")

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![2538-undo.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/2/6/d26867cbe20a828f760f1367da3c03421b6a0e05.jpeg)

#Thank You Marc Audy!

That did it!!!

I dont know how long it would have taken me to figure that out on my own

My Vertex Snap Editor Plugin now fully supports the UE4 Undo system, thanks to you!

#Plugin Link With Entire Source Code

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

#Thank You Jamie!

And thank you Jamie for being so prompt in answering my questions ❤!

![2537-rainbow.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/7/4/674bf3af67a4e578d2f06f299028ffb6d594119d.jpeg)

#Code Sample for Others

#.cpp

```
#include "ScopedTransaction.h"
#define LOCTEXT_NAMESPACE "VictoryVertexSnapEditor"

//Save an Undo, must target the components directly

//this is after a SetActorLocation() has occurred
//TheActor->SetActorLocation();

const FScopedTransaction Transaction( TEXT("Snap"), LOCTEXT( "VictoryGame", "Victory Vertex Snap" ), TheActor->GetRootComponent() );
TheActor->GetRootComponent()->Modify();
```

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