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 |
|---|---|---|---|---|---|
UAnimBlueprintFactory::GetDisplayName | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimBlueprintFactory.h | Returns the name of the factory for menus | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const | [] |
UAnimBlueprintFactory::UAnimBlueprintFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimBlueprintFactory.h | UnrealEd | UAnimBlueprintFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnimBlueprintFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimBlueprintFactory.h | UnrealEd | class UAnimBlueprintFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TEnumAsByte< EB...",
"name": "BlueprintType",
"description": "The type of blueprint that will be created."
},
{
"type": "bool",
"name": "bTemplate",
"description": "Whether the created blueprint should be a template with no target skeleton."
},
{
"type": "TSubclassOf< ... | |
UAnimBoneCompressionSettingsFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimBoneCompressionSettingsFactory.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UAnimBoneCompressionSettingsFactory::UAnimBoneCompressionSettingsFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimBoneCompressionSettingsFactory.h | UnrealEd | UAnimBoneCompressionSettingsFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnimBoneCompressionSettingsFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimBoneCompressionSettingsFactory.h | UnrealEd | class UAnimBoneCompressionSettingsFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] | |
UAnimCompositeFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimCompositeFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UAnimCompositeFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimCompositeFactory.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UAnimCompositeFactory::UAnimCompositeFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimCompositeFactory.h | UnrealEd | UAnimCompositeFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnimCompositeFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimCompositeFactory.h | UnrealEd | class UAnimCompositeFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TObjectPtr< cla...",
"name": "PreviewSkeletalMesh",
"description": "The preview mesh to use with this animation"
},
{
"type": "TObjectPtr< cla...",
"name": "SourceAnimation",
"description": "Used when creating a composite from an AnimSequence, becomes the only AnimSequence con... | |
UAnimCurveCompressionSettingsFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimCurveCompressionSettingsFactory.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UAnimCurveCompressionSettingsFactory::UAnimCurveCompressionSettingsFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimCurveCompressionSettingsFactory.h | UnrealEd | UAnimCurveCompressionSettingsFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnimCurveCompressionSettingsFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimCurveCompressionSettingsFactory.h | UnrealEd | class UAnimCurveCompressionSettingsFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] | |
UAnimLayerInterfaceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimBlueprintFactory.h | No constructors are accessible with public or protected access. | UnrealEd | class UAnimLayerInterfaceFactory : public [UAnimBlueprintFactory](API\Editor\UnrealEd\Factories\UAnimBlueprintFactory) | [] |
UAnimMontageFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimMontageFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UAnimMontageFactory::EnsureStartingSection | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimMontageFactory.h | Ensure there is at least one section in the montage and that the first section starts at T=0.f | UnrealEd | static bool EnsureStartingSection ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage ) | [] |
UAnimMontageFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimMontageFactory.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UAnimMontageFactory::UAnimMontageFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimMontageFactory.h | UnrealEd | UAnimMontageFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnimMontageFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimMontageFactory.h | UnrealEd | class UAnimMontageFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TObjectPtr< cla...",
"name": "PreviewSkeletalMesh",
"description": "The preview mesh to use with this animation"
},
{
"type": "TObjectPtr< cla...",
"name": "SourceAnimation",
"description": "Used when creating a montage from an AnimSequence, becomes the only AnimSequence conta... | |
UAnimSequenceFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimSequenceFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UAnimSequenceFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimSequenceFactory.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UAnimSequenceFactory::ShouldShowInNewMenu | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimSequenceFactory.h | Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew). | UnrealEd | virtual bool ShouldShowInNewMenu() const | [] |
UAnimSequenceFactory::UAnimSequenceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimSequenceFactory.h | UnrealEd | UAnimSequenceFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnimSequenceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimSequenceFactory.h | UnrealEd | class UAnimSequenceFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TObjectPtr< cla...",
"name": "PreviewSkeletalMesh",
"description": "The preview mesh to use with this animation"
},
{
"type": "TObjectPtr< cla...",
"name": "TargetSkeleton",
"description": ""
}
] | |
UAnimStreamableFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimStreamableFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UAnimStreamableFactory::UAnimStreamableFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimStreamableFactory.h | UnrealEd | UAnimStreamableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnimStreamableFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimStreamableFactory.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UAnimStreamableFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/AnimStreamableFactory.h | UnrealEd | class UAnimStreamableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TObjectPtr< cla...",
"name": "SourceAnimation",
"description": "Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained"
},
{
"type": "TObjectPtr< cla...",
"name": "TargetSkeleton",
"description": ""
}
] | |
UBlendSpaceFactory1D::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlendSpaceFactory1D.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UBlendSpaceFactory1D::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlendSpaceFactory1D.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UBlendSpaceFactory1D::UBlendSpaceFactory1D | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlendSpaceFactory1D.h | UnrealEd | UBlendSpaceFactory1D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UBlendSpaceFactory1D | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlendSpaceFactory1D.h | UnrealEd | class UBlendSpaceFactory1D : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TObjectPtr< cla...",
"name": "PreviewSkeletalMesh",
"description": "The preview mesh to use for the created blendspace"
},
{
"type": "TObjectPtr< cla...",
"name": "TargetSkeleton",
"description": "Target skeleton for the created blendspace"
}
] | |
UBlendSpaceFactoryNew::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlendSpaceFactoryNew.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UBlendSpaceFactoryNew::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlendSpaceFactoryNew.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UBlendSpaceFactoryNew::UBlendSpaceFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlendSpaceFactoryNew.h | UnrealEd | UBlendSpaceFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UBlendSpaceFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlendSpaceFactoryNew.h | UnrealEd | class UBlendSpaceFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TObjectPtr< cla...",
"name": "PreviewSkeletalMesh",
"description": "The preview mesh to use for the created blendspace"
},
{
"type": "TObjectPtr< cla...",
"name": "TargetSkeleton",
"description": "Target skeleton for the created blendspace"
}
] | |
UBlueprintFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UBlueprintFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFactory.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UBlueprintFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFactory.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
FOnConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFactory.h | Delegate allows overriding the class viewer initialization options before displaying it. | UnrealEd | typedef TBaseDelegate_OneParam< void, [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) * > FOnConfigureProperties | [] |
UBlueprintFactory::UBlueprintFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFactory.h | UnrealEd | UBlueprintFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UBlueprintFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFactory.h | UnrealEd | class UBlueprintFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TEnumAsByte< EB...",
"name": "BlueprintType",
"description": "The type of Blueprint to create in FactoryCreateNew."
},
{
"type": "bool",
"name": "bSkipClassPicker",
"description": "Skips the class choosing dialog and uses the ParentClass as the blueprint base class."
},
{
... | |
UBlueprintFunctionLibraryFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFunctionLibraryFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UBlueprintFunctionLibraryFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFunctionLibraryFactory.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UBlueprintFunctionLibraryFactory::GetDefaultNewAssetName | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFunctionLibraryFactory.h | Returns a new starting point name for newly created assets in the content browser | UnrealEd | virtual [FString](API\Runtime\Core\Containers\FString) GetDefaultNewAssetName() const | [] |
UBlueprintFunctionLibraryFactory::GetMenuCategories | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFunctionLibraryFactory.h | When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories. | UnrealEd | virtual uint32 GetMenuCategories() const | [] |
UBlueprintFunctionLibraryFactory::GetDisplayName | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFunctionLibraryFactory.h | Returns the name of the factory for menus | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const | [] |
UBlueprintFunctionLibraryFactory::GetNewAssetThumbnailOverride | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFunctionLibraryFactory.h | Returns an optional override brush name for the new asset menu. If this is not specified, the thumbnail for the supported class will be used. | UnrealEd | virtual [FName](API\Runtime\Core\UObject\FName) GetNewAssetThumbnailOverride() const | [] |
UBlueprintFunctionLibraryFactory::GetToolTip | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFunctionLibraryFactory.h | Returns the tooltip text description of this factory | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTip() const | [] |
UBlueprintFunctionLibraryFactory::GetToolTipDocumentationExcerpt | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFunctionLibraryFactory.h | Returns the documentation excerpt that should be use for the rich tool tip for this factory | UnrealEd | virtual [FString](API\Runtime\Core\Containers\FString) GetToolTipDocumentationExcerpt() const | [] |
UBlueprintFunctionLibraryFactory::UBlueprintFunctionLibraryFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFunctionLibraryFactory.h | UnrealEd | UBlueprintFunctionLibraryFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UBlueprintInterfaceFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintInterfaceFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UBlueprintInterfaceFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintInterfaceFactory.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UBlueprintInterfaceFactory::GetDefaultNewAssetName | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintInterfaceFactory.h | Returns a new starting point name for newly created assets in the content browser | UnrealEd | virtual [FString](API\Runtime\Core\Containers\FString) GetDefaultNewAssetName() const | [] |
UBlueprintInterfaceFactory::GetDisplayName | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintInterfaceFactory.h | Returns the name of the factory for menus | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const | [] |
UBlueprintInterfaceFactory::GetMenuCategories | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintInterfaceFactory.h | When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories. | UnrealEd | virtual uint32 GetMenuCategories() const | [] |
UBlueprintInterfaceFactory::GetNewAssetThumbnailOverride | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintInterfaceFactory.h | Returns an optional override brush name for the new asset menu. If this is not specified, the thumbnail for the supported class will be used. | UnrealEd | virtual [FName](API\Runtime\Core\UObject\FName) GetNewAssetThumbnailOverride() const | [] |
UBlueprintFunctionLibraryFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintFunctionLibraryFactory.h | UnrealEd | class UBlueprintFunctionLibraryFactory : public [UBlueprintFactory](API\Editor\UnrealEd\Factories\UBlueprintFactory) | [] | |
UBlueprintInterfaceFactory::GetToolTip | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintInterfaceFactory.h | Returns the tooltip text description of this factory | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTip() const | [] |
UBlueprintInterfaceFactory::GetToolTipDocumentationExcerpt | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintInterfaceFactory.h | Returns the documentation excerpt that should be use for the rich tool tip for this factory | UnrealEd | virtual [FString](API\Runtime\Core\Containers\FString) GetToolTipDocumentationExcerpt() const | [] |
UBlueprintInterfaceFactory::UBlueprintInterfaceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintInterfaceFactory.h | UnrealEd | UBlueprintInterfaceFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UBlueprintInterfaceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintInterfaceFactory.h | UnrealEd | class UBlueprintInterfaceFactory : public [UBlueprintFactory](API\Editor\UnrealEd\Factories\UBlueprintFactory) | [] | |
UBlueprintMacroFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintMacroFactory.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UBlueprintMacroFactory::GetDefaultNewAssetName | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintMacroFactory.h | Returns a new starting point name for newly created assets in the content browser | UnrealEd | virtual [FString](API\Runtime\Core\Containers\FString) GetDefaultNewAssetName() const | [] |
UBlueprintMacroFactory::GetDisplayName | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintMacroFactory.h | Returns the name of the factory for menus | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const | [] |
UBlueprintMacroFactory::GetMenuCategories | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintMacroFactory.h | When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories. | UnrealEd | virtual uint32 GetMenuCategories() const | [] |
UBlueprintMacroFactory::GetNewAssetThumbnailOverride | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintMacroFactory.h | Returns an optional override brush name for the new asset menu. If this is not specified, the thumbnail for the supported class will be used. | UnrealEd | virtual [FName](API\Runtime\Core\UObject\FName) GetNewAssetThumbnailOverride() const | [] |
UBlueprintMacroFactory::GetToolTip | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintMacroFactory.h | Returns the tooltip text description of this factory | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTip() const | [] |
UBlueprintMacroFactory::GetToolTipDocumentationExcerpt | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintMacroFactory.h | Returns the documentation excerpt that should be use for the rich tool tip for this factory | UnrealEd | virtual [FString](API\Runtime\Core\Containers\FString) GetToolTipDocumentationExcerpt() const | [] |
UBlueprintMacroFactory::UBlueprintMacroFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintMacroFactory.h | UnrealEd | UBlueprintMacroFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UBlueprintMacroFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/BlueprintMacroFactory.h | UnrealEd | class UBlueprintMacroFactory : public [UBlueprintFactory](API\Editor\UnrealEd\Factories\UBlueprintFactory) | [] | |
UCanvasRenderTarget2DFactoryNew::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/CanvasRenderTarget2DFactoryNew.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UCanvasRenderTarget2DFactoryNew::UCanvasRenderTarget2DFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/CanvasRenderTarget2DFactoryNew.h | UnrealEd | UCanvasRenderTarget2DFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UCanvasRenderTarget2DFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/CanvasRenderTarget2DFactoryNew.h | UCanvasRenderTarget2DFactoryNew. | UnrealEd | class UCanvasRenderTarget2DFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "uint8",
"name": "Format",
"description": "Pixel format of the texture render target"
},
{
"type": "int32",
"name": "Height",
"description": "Height of the texture render target"
},
{
"type": "int32",
"name": "Width",
"description": "Width of the texture render ... |
UCompositeCurveTableFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/CompositeCurveTableFactory.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UCompositeCurveTableFactory::MakeNewCurveTable | /Engine/Source/Editor/UnrealEd/Classes/Factories/CompositeCurveTableFactory.h | UnrealEd | virtual [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * MakeNewCurveTable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) | [] | |
UCompositeCurveTableFactory::UCompositeCurveTableFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/CompositeCurveTableFactory.h | UnrealEd | UCompositeCurveTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UCompositeCurveTableFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/CompositeCurveTableFactory.h | UnrealEd | class UCompositeCurveTableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] | |
UCompositeDataTableFactory::MakeNewDataTable | /Engine/Source/Editor/UnrealEd/Classes/Factories/CompositeDataTableFactory.h | UnrealEd | virtual [UDataTable](API\Runtime\Engine\Engine\UDataTable) * MakeNewDataTable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) | [] | |
UCompositeDataTableFactory::UCompositeDataTableFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/CompositeDataTableFactory.h | UnrealEd | UCompositeDataTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UCompositeDataTableFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/CompositeDataTableFactory.h | UnrealEd | class UCompositeDataTableFactory : public [UDataTableFactory](API\Editor\UnrealEd\Factories\UDataTableFactory) | [] | |
UCSVImportFactory::CleanUp | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | Do clean up after importing is done. Will be called once for multi batch import. | UnrealEd | virtual void CleanUp() | [] |
UCSVImportFactory::DoImportCurveTable | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | UnrealEd | virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > DoImportCurveTable ( const [FCSVImportSettings](API\Editor\UnrealEd\Factories\FCSVImportSettings) & ImportSettings, class [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * TargetCurveTable ) | [] | |
UCSVImportFactory::DoesSupportClass | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | true if it supports this class | UnrealEd | virtual bool DoesSupportClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) | [] |
UCSVImportFactory::DoImportCurve | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | UnrealEd | virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > DoImportCurve ( const [FCSVImportSettings](API\Editor\UnrealEd\Factories\FCSVImportSettings) & InImportSettings, class [UCurveBase](API\Runtime\Engine\Curves\UCurveBase) * TargetCurve ) | [] | |
UCSVImportFactory::DoImportDataTable | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | UnrealEd | virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > DoImportDataTable ( const [FCSVImportSettings](API\Editor\UnrealEd\Factories\FCSVImportSettings) & ImportSettings, class [UDataTable](API\Runtime\Engine\Engine\UDataTable) * TargetDataTable ) | [] | |
UCSVImportFactory::FactoryCanImport | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | Whether the specified file can be imported by this factory.
true if the file is supported, false otherwise. | UnrealEd | virtual bool FactoryCanImport ( const [FString](API\Runtime\Core\Containers\FString) & Filename ) | [] |
UCSVImportFactory::FactoryCreateFile | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | The default implementation of this method will load the contents of the entire file into a byte buffer and call FactoryCreateBinary. User defined factories may override this behavior to process the provided file name on their own.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateFile ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, const [FString](API\Runtime\Core\Containers\FStr... | [] |
UCSVImportFactory::FactoryCreateText | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | Create a new object by importing it from a text buffer.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateText ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObjec... | [] |
UCSVImportFactory::GetDisplayName | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | Returns the name of the factory for menus | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const | [] |
UCSVImportFactory::GetImportSettingsParser | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | the parser that is capable of parsing a json string of import settings for this factory | UnrealEd | virtual [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser) * GetImportSettingsParser() | [] |
UCSVImportFactory::ReimportCSV | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | Reimport an object that was created based on a CSV | UnrealEd | [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) ReimportCSV ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj ) | [] |
UCSVImportFactory::ParseFromJson | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | IImportSettings interface | UnrealEd | virtual void ParseFromJson ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > ImportSettingsJson ) | [] |
UCSVImportFactory::UCSVImportFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | UnrealEd | UCSVImportFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UCSVImportFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/CSVImportFactory.h | UnrealEd | class UCSVImportFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory), public [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser) | [
{
"type": "FCSVImportSetti...",
"name": "AutomatedImportSettings",
"description": ""
},
{
"type": "TObjectPtr<UDa...",
"name": "DataTableImportOptions",
"description": "Temporary data table to use to display import options"
}
] | |
UCurveFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UCurveFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h | Create a new object by class.
The new object. | UnrealEd | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject... | [] |
UCurveFactory::UCurveFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h | UnrealEd | UCurveFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UCurveFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h | Factory that creates curve assets, prompting to pick the kind of curve at creation time | UnrealEd | class UCurveFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TSubclassOf<UC...",
"name": "CurveClass",
"description": "The type of blueprint that will be created"
}
] |
UCurveFloatFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
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