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UActorFactory::GetDefaultActorLabel
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Get the default label that should be used for the actor spawned by the given asset (does not include any numeric suffix). For classes or BPs that inherit fromAActorthis will defer toAActor::GetDefaultActorLabel, and for everything else it will use the asset name.
UnrealEd
virtual [FString](API\Runtime\Core\Containers\FString) GetDefaultActorLabel ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const
[]
UActorFactory::GetDisplayName
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Name to put on context menu.
UnrealEd
[FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const
[]
UActorFactory::PlaceAsset
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Places the asset. valid FTypedElementHandles that were placed by the factory from the given asset.
UnrealEd
virtual [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > PlaceAsset ( const [FAssetPlacementInfo](API\Editor\EditorFramework\Subsystems\FAssetPlacementInfo) & InPlacementInfo, const [FPlacementOptions](API\Editor\EditorFramew...
[]
UActorFactory::PostCreateBlueprint
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Override this in derived factory classes if needed. This is called after a blueprint is created by this factory to update the blueprint's CDO properties with state from the asset for this factory. IMPORTANT: If you override this, you should usually also overridePostSpawnActor()!
UnrealEd
virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO )
[]
UActorFactory::PostPlaceAsset
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Finalizes any placed elements based on adjustments the factory may need to do. This should NOT include any adjustments from viewport or asset editor specific functionality, such as finalizing undo tracking.
UnrealEd
virtual void PostPlaceAsset ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > InHandle, const [FAssetPlacementInfo](API\Editor\EditorFramework\Subsystems\FAssetPlacementInfo) & InPlacementInfo, const [FPlacemen...
[]
UActorFactory::PostSpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!
UnrealEd
virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )
[]
UActorFactory::PrePlaceAsset
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Performs any final tweaking of the PlacementInfo that the asset factory may need to do. This includes final adjustments to things like transforms. This should NOT perform any viewport or editor specific adjustments, such as grid snapping, alignment to hit objects, or undo tracking. true if the asset is still valid to p...
UnrealEd
virtual bool PrePlaceAsset ( [FAssetPlacementInfo](API\Editor\EditorFramework\Subsystems\FAssetPlacementInfo) & InPlacementInfo, const [FPlacementOptions](API\Editor\EditorFramework\Subsystems\FPlacementOptions) & InPlacementOptions )
[]
UActorFactory::PreSpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
UnrealEd
virtual bool PreSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, FTransform & InOutLocation )
[]
UActorFactory::SpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
UnrealEd
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & InTransform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & InSpawnParams )
[]
UActorFactory::SpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Deprecated* This function has been deprecated in favor of the other version that takes aFActorSpawnParametersin parameter
UnrealEd
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & Transform, EObjectFlags ObjectFlags, const [FName](API\Runtime\Core\UObject\FName) Name )
[]
UActorFactory::ValidateSpawnActorLevel
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
Validates the input params for SpawnActor and returns the appropriate level to use depending on whether InLevel and/or InSpawnParams.OverrideLevel is passed :
UnrealEd
[ULevel](API\Runtime\Engine\Engine\ULevel) * ValidateSpawnActorLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & InSpawnParams ) const
[]
UActorFactory::UActorFactory
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
UnrealEd
UActorFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactory
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h
UnrealEd
class UActorFactory : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IAssetFactoryInterface](API\Editor\EditorFramework\Factories\IAssetFactoryInterface)
[ { "type": "uint32: 1", "name": "bShowInEditorQuickMenu", "description": "Whether to appear in the editor add actor quick menu" }, { "type": "uint32: 1", "name": "bUsePlacementExtent", "description": "" }, { "type": "uint32: 1", "name": "bUseSurfaceOrientation", "descripti...
UActorFactoryAmbientSound::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAmbientSound.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
[]
UActorFactoryAmbientSound::CanImportAmbientSounds
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAmbientSound.h
UnrealEd
static bool CanImportAmbientSounds()
[]
UActorFactoryAmbientSound::GetAssetFromActorInstance
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAmbientSound.h
Given an instance of an actor, find the wrapped asset object which can be used to create a validFAssetData. Returns nullptr if the given ActorInstance is not valid for this factory. Override this function if the factory actor is a different class than the asset data's class which this factory operates on. For example, ...
UnrealEd
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromActorInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorInstance )
[]
UActorFactoryAmbientSound::PostCreateBlueprint
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAmbientSound.h
Override this in derived factory classes if needed. This is called after a blueprint is created by this factory to update the blueprint's CDO properties with state from the asset for this factory. IMPORTANT: If you override this, you should usually also overridePostSpawnActor()!
UnrealEd
virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO )
[]
UActorFactoryAmbientSound::PostSpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAmbientSound.h
Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!
UnrealEd
virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )
[]
UActorFactoryAmbientSound::UActorFactoryAmbientSound
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAmbientSound.h
UnrealEd
UActorFactoryAmbientSound ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactoryAmbientSound
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAmbientSound.h
UnrealEd
class UActorFactoryAmbientSound : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
[]
UActorFactoryAnimationAsset::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAnimationAsset.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
[]
UActorFactoryAnimationAsset::GetSkeletalMeshFromAsset
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAnimationAsset.h
UnrealEd
virtual [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMeshFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )
[]
UActorFactoryAnimationAsset::GetAssetFromActorInstance
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAnimationAsset.h
Given an instance of an actor, find the wrapped asset object which can be used to create a validFAssetData. Returns nullptr if the given ActorInstance is not valid for this factory. Override this function if the factory actor is a different class than the asset data's class which this factory operates on. For example, ...
UnrealEd
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromActorInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorInstance )
[]
UActorFactoryAnimationAsset::PostCreateBlueprint
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAnimationAsset.h
Override this in derived factory classes if needed. This is called after a blueprint is created by this factory to update the blueprint's CDO properties with state from the asset for this factory. IMPORTANT: If you override this, you should usually also overridePostSpawnActor()!
UnrealEd
virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO )
[]
UActorFactoryAnimationAsset::PostSpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAnimationAsset.h
Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!
UnrealEd
virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )
[]
UActorFactoryAnimationAsset::UActorFactoryAnimationAsset
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAnimationAsset.h
UnrealEd
UActorFactoryAnimationAsset ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactoryAnimationAsset
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAnimationAsset.h
UnrealEd
class UActorFactoryAnimationAsset : public [UActorFactorySkeletalMesh](API\Editor\UnrealEd\ActorFactories\UActorFactorySkeletalMesh)
[]
BasicCube
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBasicShape.h
UnrealEd
static const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) BasicCube;
[]
BasicCone
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBasicShape.h
UnrealEd
static const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) BasicCone;
[]
BasicCylinder
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBasicShape.h
UnrealEd
static const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) BasicCylinder;
[]
BasicPlane
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBasicShape.h
UnrealEd
static const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) BasicPlane;
[]
BasicSphere
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBasicShape.h
UnrealEd
static const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) BasicSphere;
[]
UActorFactoryBasicShape::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBasicShape.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
[]
UActorFactoryBasicShape::PostSpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBasicShape.h
Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!
UnrealEd
virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )
[]
UActorFactoryBasicShape::UActorFactoryBasicShape
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBasicShape.h
UnrealEd
UActorFactoryBasicShape ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactoryBasicShape
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBasicShape.h
UnrealEd
class UActorFactoryBasicShape : public [UActorFactoryStaticMesh](API\Editor\UnrealEd\ActorFactories\UActorFactoryStaticMesh)
[]
UActorFactoryBlueprint::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBlueprint.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
[]
UActorFactoryBlueprint::GetDefaultActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBlueprint.h
Initialize NewActorClass if necessary, and return default actor for that class.
UnrealEd
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetDefaultActor ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )
[]
UActorFactoryBlueprint::GetDefaultActorClass
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBlueprint.h
Initialize NewActorClass if necessary, and return that class.
UnrealEd
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDefaultActorClass ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )
[]
UActorFactoryBlueprint::PreSpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBlueprint.h
UnrealEd
virtual bool PreSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, FTransform & InOutLocation )
[]
UActorFactoryBlueprint::UActorFactoryBlueprint
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBlueprint.h
UnrealEd
UActorFactoryBlueprint ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactoryBlueprint
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBlueprint.h
UnrealEd
class UActorFactoryBlueprint : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
[]
UActorFactoryBoxReflectionCapture::UActorFactoryBoxReflectionCapture
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBoxReflectionCapture.h
UnrealEd
UActorFactoryBoxReflectionCapture ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactoryBoxReflectionCapture
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBoxReflectionCapture.h
UnrealEd
class UActorFactoryBoxReflectionCapture : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
[]
UActorFactoryBoxVolume::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBoxVolume.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
[]
UActorFactoryBoxVolume::UActorFactoryBoxVolume
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBoxVolume.h
UnrealEd
UActorFactoryBoxVolume ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactoryBoxVolume::PostSpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBoxVolume.h
Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!
UnrealEd
virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )
[]
UActorFactoryBoxVolume
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryBoxVolume.h
UnrealEd
class UActorFactoryBoxVolume : public [UActorFactoryVolume](API\Editor\UnrealEd\ActorFactories\UActorFactoryVolume)
[]
UActorFactoryCameraActor::UActorFactoryCameraActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryCameraActor.h
UnrealEd
UActorFactoryCameraActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactoryCameraActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryCameraActor.h
UnrealEd
class UActorFactoryCameraActor : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
[]
UActorFactoryCharacter::UActorFactoryCharacter
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryCharacter.h
UnrealEd
UActorFactoryCharacter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactoryCharacter::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryCharacter.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
[]
UActorFactoryCharacter
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryCharacter.h
UnrealEd
class UActorFactoryCharacter : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
[]
UActorFactoryClass::GetDefaultActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryClass.h
Initialize NewActorClass if necessary, and return default actor for that class.
UnrealEd
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetDefaultActor ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )
[]
UActorFactoryClass::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryClass.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
[]
UActorFactoryClass::PreSpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryClass.h
UnrealEd
virtual bool PreSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, FTransform & InOutLocation )
[]
UActorFactoryClass::SpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryClass.h
UnrealEd
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & Transform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & InSpawnParams )
[]
UActorFactoryClass::UActorFactoryClass
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryClass.h
UnrealEd
UActorFactoryClass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactoryClass
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryClass.h
UnrealEd
class UActorFactoryClass : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
[]
UActorFactoryCylinderVolume::PostSpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryCylinderVolume.h
Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!
UnrealEd
virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )
[]
UActorFactoryCylinderVolume
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryCylinderVolume.h
UnrealEd
class UActorFactoryCylinderVolume : public [UActorFactoryVolume](API\Editor\UnrealEd\ActorFactories\UActorFactoryVolume)
[]
UActorFactoryCylinderVolume::UActorFactoryCylinderVolume
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryCylinderVolume.h
UnrealEd
UActorFactoryCylinderVolume ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactoryDeferredDecal::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryDeferredDecal.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
[]
UActorFactoryDeferredDecal::PostCreateBlueprint
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryDeferredDecal.h
Override this in derived factory classes if needed. This is called after a blueprint is created by this factory to update the blueprint's CDO properties with state from the asset for this factory. IMPORTANT: If you override this, you should usually also overridePostSpawnActor()!
UnrealEd
virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO )
[]
UActorFactoryDeferredDecal::PostSpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryDeferredDecal.h
Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!
UnrealEd
virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )
[]
UActorFactoryDeferredDecal::UActorFactoryDeferredDecal
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryDeferredDecal.h
UnrealEd
UActorFactoryDeferredDecal ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactoryDeferredDecal
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryDeferredDecal.h
UnrealEd
class UActorFactoryDeferredDecal : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
[]
UActorFactoryDirectionalLight::UActorFactoryDirectionalLight
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryDirectionalLight.h
UnrealEd
UActorFactoryDirectionalLight ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactoryDirectionalLight
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryDirectionalLight.h
UnrealEd
class UActorFactoryDirectionalLight : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
[]
UActorFactoryEmitter::GetAssetFromActorInstance
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryEmitter.h
Given an instance of an actor, find the wrapped asset object which can be used to create a validFAssetData. Returns nullptr if the given ActorInstance is not valid for this factory. Override this function if the factory actor is a different class than the asset data's class which this factory operates on. For example, ...
UnrealEd
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromActorInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorInstance )
[]
UActorFactoryEmitter::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryEmitter.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
[]
UActorFactoryEmitter::PostCreateBlueprint
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryEmitter.h
Override this in derived factory classes if needed. This is called after a blueprint is created by this factory to update the blueprint's CDO properties with state from the asset for this factory. IMPORTANT: If you override this, you should usually also overridePostSpawnActor()!
UnrealEd
virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO )
[]
UActorFactoryEmitter::UActorFactoryEmitter
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryEmitter.h
UnrealEd
UActorFactoryEmitter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UActorFactoryEmitter::PostSpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryEmitter.h
Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!
UnrealEd
virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )
[]
UActorFactoryEmitter
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryEmitter.h
UnrealEd
class UActorFactoryEmitter : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
[]
UActorFactoryEmptyActor::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryEmptyActor.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
[]
UActorFactoryEmptyActor::SpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryEmptyActor.h
UnrealEd
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & InTransform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & InSpawnParams )
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UActorFactoryEmptyActor::UActorFactoryEmptyActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryEmptyActor.h
UnrealEd
UActorFactoryEmptyActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UActorFactoryEmptyActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryEmptyActor.h
UnrealEd
class UActorFactoryEmptyActor : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
[ { "type": "bool", "name": "bVisualizeActor", "description": "If true a sprite will be added to visualize the actor in the world" } ]
UActorFactoryExponentialHeightFog::UActorFactoryExponentialHeightFog
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryExponentialHeightFog.h
UnrealEd
UActorFactoryExponentialHeightFog ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UActorFactoryExponentialHeightFog
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryExponentialHeightFog.h
UnrealEd
class UActorFactoryExponentialHeightFog : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
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UActorFactoryInteractiveFoliage::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryInteractiveFoliage.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
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UActorFactoryInteractiveFoliage::UActorFactoryInteractiveFoliage
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryInteractiveFoliage.h
UnrealEd
UActorFactoryInteractiveFoliage ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UActorFactoryInteractiveFoliage
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryInteractiveFoliage.h
UnrealEd
class UActorFactoryInteractiveFoliage : public [UActorFactoryStaticMesh](API\Editor\UnrealEd\ActorFactories\UActorFactoryStaticMesh)
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UActorFactoryLocalHeightFog
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryLocalHeightFog.h
UnrealEd
class UActorFactoryLocalHeightFog : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
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UActorFactoryLocalHeightFog::UActorFactoryLocalHeightFog
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryLocalHeightFog.h
UnrealEd
UActorFactoryLocalHeightFog ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UActorFactoryNote::UActorFactoryNote
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryNote.h
UnrealEd
UActorFactoryNote ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UActorFactoryNote
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryNote.h
UnrealEd
class UActorFactoryNote : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
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UActorFactoryPawn::UActorFactoryPawn
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPawn.h
UnrealEd
UActorFactoryPawn ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UActorFactoryPawn::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPawn.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
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UActorFactoryPawn
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPawn.h
UnrealEd
class UActorFactoryPawn : public [UActorFactoryEmptyActor](API\Editor\UnrealEd\ActorFactories\UActorFactoryEmptyActor)
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UActorFactoryPhysicsAsset::CanCreateActorFrom
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPhysicsAsset.h
UnrealEd
virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )
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UActorFactoryPhysicsAsset::PostCreateBlueprint
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPhysicsAsset.h
Override this in derived factory classes if needed. This is called after a blueprint is created by this factory to update the blueprint's CDO properties with state from the asset for this factory. IMPORTANT: If you override this, you should usually also overridePostSpawnActor()!
UnrealEd
virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO )
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UActorFactoryPhysicsAsset::PostSpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPhysicsAsset.h
Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!
UnrealEd
virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )
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UActorFactoryPhysicsAsset::PreSpawnActor
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPhysicsAsset.h
UnrealEd
virtual bool PreSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, FTransform & InOutLocation )
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UActorFactoryPhysicsAsset::UActorFactoryPhysicsAsset
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPhysicsAsset.h
UnrealEd
UActorFactoryPhysicsAsset ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UActorFactoryPhysicsAsset
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPhysicsAsset.h
UnrealEd
class UActorFactoryPhysicsAsset : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
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UActorFactoryPlanarReflection::UActorFactoryPlanarReflection
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPlanarReflection.h
UnrealEd
UActorFactoryPlanarReflection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UActorFactoryPlanarReflection
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPlanarReflection.h
UnrealEd
class UActorFactoryPlanarReflection : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
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UActorFactoryPlaneReflectionCapture
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPlaneReflectionCapture.h
UnrealEd
class UActorFactoryPlaneReflectionCapture : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)
[]