className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 0 76 | code stringlengths 0 11.4k | variables listlengths 0 395 |
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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 ) | [] | |
UActorFactoryEmptyActor::UActorFactoryEmptyActor | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryEmptyActor.h | UnrealEd | UActorFactoryEmptyActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
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 ) | [] | |
UActorFactoryExponentialHeightFog | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryExponentialHeightFog.h | UnrealEd | class UActorFactoryExponentialHeightFog : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
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 ) | [] | |
UActorFactoryInteractiveFoliage::UActorFactoryInteractiveFoliage | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryInteractiveFoliage.h | UnrealEd | UActorFactoryInteractiveFoliage ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryInteractiveFoliage | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryInteractiveFoliage.h | UnrealEd | class UActorFactoryInteractiveFoliage : public [UActorFactoryStaticMesh](API\Editor\UnrealEd\ActorFactories\UActorFactoryStaticMesh) | [] | |
UActorFactoryLocalHeightFog | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryLocalHeightFog.h | UnrealEd | class UActorFactoryLocalHeightFog : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryLocalHeightFog::UActorFactoryLocalHeightFog | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryLocalHeightFog.h | UnrealEd | UActorFactoryLocalHeightFog ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryNote::UActorFactoryNote | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryNote.h | UnrealEd | UActorFactoryNote ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryNote | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryNote.h | UnrealEd | class UActorFactoryNote : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryPawn::UActorFactoryPawn | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPawn.h | UnrealEd | UActorFactoryPawn ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
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 ) | [] | |
UActorFactoryPawn | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPawn.h | UnrealEd | class UActorFactoryPawn : public [UActorFactoryEmptyActor](API\Editor\UnrealEd\ActorFactories\UActorFactoryEmptyActor) | [] | |
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 ) | [] | |
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 ) | [] |
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 ) | [] |
UActorFactoryPhysicsAsset::PreSpawnActor | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPhysicsAsset.h | UnrealEd | virtual bool PreSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, FTransform & InOutLocation ) | [] | |
UActorFactoryPhysicsAsset::UActorFactoryPhysicsAsset | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPhysicsAsset.h | UnrealEd | UActorFactoryPhysicsAsset ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryPhysicsAsset | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPhysicsAsset.h | UnrealEd | class UActorFactoryPhysicsAsset : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryPlanarReflection::UActorFactoryPlanarReflection | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPlanarReflection.h | UnrealEd | UActorFactoryPlanarReflection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UActorFactoryPlanarReflection | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPlanarReflection.h | UnrealEd | class UActorFactoryPlanarReflection : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] | |
UActorFactoryPlaneReflectionCapture | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryPlaneReflectionCapture.h | UnrealEd | class UActorFactoryPlaneReflectionCapture : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) | [] |
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