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UCurveFloatFactory::ShouldShowInNewMenu
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h
Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).
UnrealEd
virtual bool ShouldShowInNewMenu() const
[]
UCurveFloatFactory::UCurveFloatFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h
UnrealEd
UCurveFloatFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCurveFloatFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h
Factory that creates float curve assets
UnrealEd
class UCurveFloatFactory : public [UCurveFactory](API\Editor\UnrealEd\Factories\UCurveFactory)
[]
UCurveImportFactory::FactoryCreateText
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveImportFactory.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...
[]
UCurveImportFactory::UCurveImportFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveImportFactory.h
UnrealEd
UCurveImportFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCurveImportFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveImportFactory.h
Factory for importing curves from other data formats.
UnrealEd
class UCurveImportFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
UCurveLinearColorAtlasFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveLinearColorAtlasFactory.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...
[]
UCurveLinearColorAtlasFactory::GetDisplayName
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveLinearColorAtlasFactory.h
Returns the name of the factory for menus
UnrealEd
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const
[]
UCurveLinearColorAtlasFactory::GetMenuCategories
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveLinearColorAtlasFactory.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
[]
UCurveLinearColorAtlasFactory::UCurveLinearColorAtlasFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveLinearColorAtlasFactory.h
UnrealEd
UCurveLinearColorAtlasFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCurveLinearColorAtlasFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveLinearColorAtlasFactory.h
UCurveLinearColorAtlasFactory.
UnrealEd
class UCurveLinearColorAtlasFactory : 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 ...
UCurveLinearColorFactory::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()
[]
UCurveLinearColorFactory::ShouldShowInNewMenu
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h
Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).
UnrealEd
virtual bool ShouldShowInNewMenu() const
[]
UCurveLinearColorFactory::UCurveLinearColorFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h
UnrealEd
UCurveLinearColorFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCurveTableFactory::ConfigureProperties
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveTableFactory.h
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
UnrealEd
virtual bool ConfigureProperties()
[]
UCurveLinearColorFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h
Factory that creates linear color curve assets
UnrealEd
class UCurveLinearColorFactory : public [UCurveFactory](API\Editor\UnrealEd\Factories\UCurveFactory)
[]
UCurveTableFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveTableFactory.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...
[]
UCurveTableFactory::UCurveTableFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveTableFactory.h
UnrealEd
UCurveTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCurveTableFactory::MakeNewCurveTable
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveTableFactory.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 )
[]
UCurveTableFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveTableFactory.h
UnrealEd
class UCurveTableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "ERichCurveInter...", "name": "InterpMode", "description": "" } ]
UCurveVectorFactory::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()
[]
UCurveVectorFactory::ShouldShowInNewMenu
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h
Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).
UnrealEd
virtual bool ShouldShowInNewMenu() const
[]
UCurveVectorFactory::UCurveVectorFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h
UnrealEd
UCurveVectorFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCurveVectorFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/CurveFactory.h
Factory that creates vector curve assets
UnrealEd
class UCurveVectorFactory : public [UCurveFactory](API\Editor\UnrealEd\Factories\UCurveFactory)
[]
UDataAssetFactory::ConfigureProperties
/Engine/Source/Editor/UnrealEd/Classes/Factories/DataAssetFactory.h
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
UnrealEd
virtual bool ConfigureProperties()
[]
UDataAssetFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/DataAssetFactory.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...
[]
UDataAssetFactory::UDataAssetFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/DataAssetFactory.h
UnrealEd
UDataAssetFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDataAssetFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/DataAssetFactory.h
UnrealEd
class UDataAssetFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "TSubclassOf<UD...", "name": "DataAssetClass", "description": "" } ]
UDataTableFactory::ConfigureProperties
/Engine/Source/Editor/UnrealEd/Classes/Factories/DataTableFactory.h
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
UnrealEd
virtual bool ConfigureProperties()
[]
UDataTableFactory::MakeNewDataTable
/Engine/Source/Editor/UnrealEd/Classes/Factories/DataTableFactory.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 )
[]
UDataTableFactory::UDataTableFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/DataTableFactory.h
UnrealEd
UDataTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UDataTableFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/DataTableFactory.h
UnrealEd
class UDataTableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "TObjectPtr< con...", "name": "Struct", "description": "" } ]
UEnumFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/EnumFactory.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...
[]
UEnumFactory::UEnumFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/EnumFactory.h
UnrealEd
UEnumFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEnumFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/EnumFactory.h
UnrealEd
class UEnumFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
UFactory::AddReferencedObjects
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
UnrealEd
static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
UDataTableFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/DataTableFactory.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...
[]
UFactory::CanCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
true if the factory can currently create a new object from scratch.
UnrealEd
virtual bool CanCreateNew() const
[]
UFactory::CanImportBeCanceled
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Whether the factory is checking for SlowTask::ShouldCancel() while importing and aborting the import when appropriate. true if factory import can be canceled.
UnrealEd
virtual bool CanImportBeCanceled() const
[]
UFactory::CleanUp
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Do clean up after importing is done. Will be called once for multi batch import.
UnrealEd
virtual void CleanUp()
[]
UFactory::ConfigureProperties
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
UnrealEd
virtual bool ConfigureProperties()
[]
UFactory::CreateOrOverwriteAsset
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Creates an asset if it doesn't exist. If it does exist then it overwrites it if possible. If it can not overwrite then it will delete and replace. If it can not delete, it will return nullptr. A pointer to a new asset of the specified type or null if the creation failed.
UnrealEd
[UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateOrOverwriteAsset ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags InFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject...
[]
CurrentFilename
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Name of the file currently being imported.
UnrealEd
static [FString](API\Runtime\Core\Containers\FString) CurrentFilename;
[]
DefaultImportPriority
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
This is the import priority that all factories are given in the default constructor.
UnrealEd
static const int32 DefaultImportPriority = 100;
[]
UFactory::DisplayOverwriteOptionsDialog
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Pop up message to the user asking whether they wish to overwrite existing state or not.
UnrealEd
void DisplayOverwriteOptionsDialog ( const [FText](API\Runtime\Core\Internationalization\FText) & Message )
[]
UFactory::DoesSupportClass
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
true if it supports this class
UnrealEd
virtual bool DoesSupportClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )
[]
UFactory::FactoryCanImport
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.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 )
[]
UFactory::FactoryCreateBinary
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Create a new object by importing it from a binary buffer. The new object.
UnrealEd
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateBinary ( [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\UObj...
[]
UFactory::FactoryCreateBinary
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Create a new object by importing it from a binary buffer (cancelable). The new object.
UnrealEd
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateBinary ( [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\UObj...
[]
UFactory::FactoryCreateFile
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.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...
[]
UFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.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...
[]
UFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.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...
[]
UFactory::FactoryCreateText
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.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...
[]
UFactory::FactoryCreateText
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.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...
[]
UFactory::GetAdditionalImportedObjects
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Returns an array of all the additional objects created during the last imports, as some factories may produce more than one object. The internal array is cleared before each import and upon Cleanup().
UnrealEd
const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & GetAdditionalImportedObjects() const
[]
FileHash
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
This is the HASH for the file being imported
UnrealEd
static [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) FileHash;
[]
UFactory::GetCurrentFilename
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Get the name of the file currently being imported.
UnrealEd
static [FString](API\Runtime\Core\Containers\FString) GetCurrentFilename()
[]
UFactory::GetDefaultImportPriority
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Get the default import priority for factories.
UnrealEd
static int32 GetDefaultImportPriority()
[]
UFactory::GetDefaultNewAssetName
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.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
[]
UFactory::GetDisplayName
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Returns the name of the factory for menus
UnrealEd
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const
[]
UFactory::GetFileHash
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Get the Hash for the file being imported. Provides enormous speed impovements for large CAD file imports
UnrealEd
static [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) GetFileHash()
[]
UFactory::GetFormats
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
the supported factory formats list.
UnrealEd
virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetFormats() const
[]
UFactory::GetImportSettingsParser
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.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()
[]
UFactory::GetMenuCategories
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.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
[]
UFactory::GetMenuCategorySubMenus
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Branch of sub-menus containing factory under each provided category.
UnrealEd
virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetMenuCategorySubMenus() const
[]
UFactory::GetNewAssetThumbnailOverride
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.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
[]
UFactory::GetSupportedClass
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
The object class supported by this factory.
UnrealEd
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const
[]
UFactory::GetSupportedFileExtensions
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Creates a list of file extensions supported by this factory
UnrealEd
virtual void GetSupportedFileExtensions ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutExtensions ) const
[]
UFactory::GetToolTip
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Returns the tooltip text description of this factory
UnrealEd
virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTip() const
[]
UFactory::GetToolTipDocumentationExcerpt
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.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
[]
UFactory::GetToolTipDocumentationPage
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Returns the documentation page that should be use for the rich tool tip for this factory
UnrealEd
virtual [FString](API\Runtime\Core\Containers\FString) GetToolTipDocumentationPage() const
[]
UFactory::ImportObject
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
UnrealEd
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * ImportObject ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, const [FString](API\Runtime\Core\Containers\FString) &...
[]
UFactory::ImportUntypedBulkDataFromText
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
UnrealEd
virtual bool ImportUntypedBulkDataFromText ( const TCHAR *& Buffer, [FBulkData](API\Runtime\CoreUObject\Serialization\FBulkData) & BulkData )
[]
UFactory::IsAutomatedImport
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
true if this factory is being used for automated import. Dialogs and user input should be disabled if this method returns true
UnrealEd
virtual bool IsAutomatedImport() const
[]
UFactory::IsSupportedFileExtension
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Returns true if the provided file extension is supported
UnrealEd
virtual bool IsSupportedFileExtension ( FStringView InExtension ) const
[]
UFactory::ResolveSupportedClass
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Resolves SupportedClass for factories which support multiple classes. Such factories will have a nullptr SupportedClass member.
UnrealEd
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * ResolveSupportedClass()
[]
UFactory::ResetState
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
The states are used to suppress messages during multiple object import. It needs to be reset each time a new import is started
UnrealEd
void ResetState()
[]
UFactory::ScriptFactoryCanImport
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Whether the specified file can be imported by this factory. (Implemented in script) true if the file is supported, false otherwise.
UnrealEd
bool ScriptFactoryCanImport ( const [FString](API\Runtime\Core\Containers\FString) & Filename )
[]
UFactory::ScriptFactoryCreateFile
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Import object(s) using a task via script True if script implements
UnrealEd
bool ScriptFactoryCreateFile ( [UAssetImportTask](API\Editor\UnrealEd\UAssetImportTask) * InTask )
[]
UFactory::SetAssetImportTask
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Sets the import task being used with this factory
UnrealEd
void SetAssetImportTask ( class [UAssetImportTask](API\Editor\UnrealEd\UAssetImportTask) * Task )
[]
UFactory::SetAutomatedAssetImportData
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Sets the automated import data being used with this factory
UnrealEd
void SetAutomatedAssetImportData ( const class [UAutomatedAssetImportData](API\Editor\UnrealEd\UAutomatedAssetImportData) * Data )
[]
UFactory::ShouldShowInNewMenu
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).
UnrealEd
virtual bool ShouldShowInNewMenu() const
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UFactory::SortFactoriesByPriority
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Helper function to sort an array of factories by their import priority - use as a predicate for Sort
UnrealEd
static bool SortFactoriesByPriority ( const [UFactory](API\Editor\UnrealEd\Factories\UFactory) & A, const [UFactory](API\Editor\UnrealEd\Factories\UFactory) & B )
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UFactory::StaticImportObject
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
UnrealEd
static [UObject](API\Runtime\CoreUObject\UObject\UObject) * StaticImportObject ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags, const TCHAR * Filename, [UObject](API\Runtime\CoreUOb...
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UFactory::StaticImportObject
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
UnrealEd
static [UObject](API\Runtime\CoreUObject\UObject\UObject) * StaticImportObject ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags, bool & bOutOperationCanceled, const TCHAR * Filename,...
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UFactory::UFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
UnrealEd
UFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Base class for all factories An object responsible for creating and importing new objects.
UnrealEd
class UFactory : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TArray<UObject...", "name": "AdditionalImportedObjects", "description": "" }, { "type": "TObjectPtr< cla...", "name": "AssetImportTask", "description": "Task for importing file via script interfaces" }, { "type": "TObjectPtr< con...", "name": "AutomatedImportData",...
UFbxAnimSequenceImportData::CanEditChange
/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAnimSequenceImportData.h
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first. true if the property can be modified in the editor...
UnrealEd
virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const
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UFbxAnimSequenceImportData::CopyAnimationValues
/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAnimSequenceImportData.h
UnrealEd
void CopyAnimationValues ( const [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * Other )
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UFbxAnimSequenceImportData::GetImportDataForAnimSequence
/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAnimSequenceImportData.h
Gets or creates fbx import data for the specified anim sequence
UnrealEd
static [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * GetImportDataForAnimSequence ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * TemplateForCreation )
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UFbxAnimSequenceImportData::PostEditChangeProperty
/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAnimSequenceImportData.h
Called when a property on this object has been modified externally
UnrealEd
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
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UFbxAnimSequenceImportData::Serialize
/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAnimSequenceImportData.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
UnrealEd
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
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UFbxAnimSequenceImportData::UFbxAnimSequenceImportData
/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAnimSequenceImportData.h
UnrealEd
UFbxAnimSequenceImportData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UFbxAssetImportData::UFbxAssetImportData
/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAssetImportData.h
UnrealEd
UFbxAssetImportData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UFbxAnimSequenceImportData
/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAnimSequenceImportData.h
Import data and options used when importing any mesh from FBX
UnrealEd
class UFbxAnimSequenceImportData : public [UFbxAssetImportData](API\Editor\UnrealEd\Factories\UFbxAssetImportData)
[ { "type": "TEnumAsByte< en...", "name": "AnimationLength", "description": "Which animation range to import." }, { "type": "bool", "name": "bAddCurveMetadataToSkeleton", "description": "Whether to automatically add curve metadata to an animation's skeleton." }, { "type": "bool", ...
UFbxAssetImportData
/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAssetImportData.h
Base class for import data and options used when importing any asset from FBX
UnrealEd
class UFbxAssetImportData : public [UAssetImportData](API\Runtime\Engine\EditorFramework\UAssetImportData)
[ { "type": "bool", "name": "bConvertScene", "description": "Whether to convert scene from FBX scene." }, { "type": "bool", "name": "bConvertSceneUnit", "description": "Whether to convert the scene from FBX unit to UE unit (centimeter)." }, { "type": "bool", "name": "bForceFron...
UFbxFactory::CanImportBeCanceled
/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxFactory.h
Whether the factory is checking for SlowTask::ShouldCancel() while importing and aborting the import when appropriate. true if factory import can be canceled.
UnrealEd
virtual bool CanImportBeCanceled() const
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UFbxFactory::CleanUp
/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxFactory.h
Do clean up after importing is done. Will be called once for multi batch import.
UnrealEd
virtual void CleanUp()
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UFbxFactory::ConfigureProperties
/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxFactory.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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UFbxFactory::DetectImportType
/Engine/Source/Editor/UnrealEd/Classes/Factories/FbxFactory.h
Detect mesh type to import: Static Mesh or Skeletal Mesh. Only the first mesh will be detected. bool return true if parse the file successfully
UnrealEd
bool DetectImportType ( const [FString](API\Runtime\Core\Containers\FString) & InFilename )
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