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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...
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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 )
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UCompositeCurveTableFactory::UCompositeCurveTableFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CompositeCurveTableFactory.h
UnrealEd
UCompositeCurveTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UCompositeCurveTableFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CompositeCurveTableFactory.h
UnrealEd
class UCompositeCurveTableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
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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 )
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UCompositeDataTableFactory::UCompositeDataTableFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CompositeDataTableFactory.h
UnrealEd
UCompositeDataTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UCompositeDataTableFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CompositeDataTableFactory.h
UnrealEd
class UCompositeDataTableFactory : public [UDataTableFactory](API\Editor\UnrealEd\Factories\UDataTableFactory)
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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()
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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 )
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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 )
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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 )
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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 )
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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...
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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...
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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
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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()
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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 )
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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 )
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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...
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UCurveFactory::UCurveFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h
UnrealEd
UCurveFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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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()
[]