bool FLayers::IsActorValidForLayer( const TWeakObjectPtr< AActor >& Actor ) { if( !Actor.IsValid() || Actor->GetClass() == nullptr || Actor->GetWorld() == nullptr) { return false; } const bool bIsBuilderBrush = FActorEditorUtils::IsABuilderBrush(Actor.Get()); const bool bIsHidden = ( Actor->GetClass()->GetDefaultObject<AActor>()->bHiddenEd == true ); const bool bIsInEditorWorld = ( Actor->GetWorld()->WorldType == EWorldType::Editor ); const bool bIsValid = !bIsHidden && !bIsBuilderBrush && bIsInEditorWorld; return bIsValid; }