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 |
|---|---|---|---|---|---|
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 | [] |
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 ) | [] |
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... | [] | |
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,... | [] | |
UFactory::UFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h | UnrealEd | UFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
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 | [] |
UFbxAnimSequenceImportData::CopyAnimationValues | /Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAnimSequenceImportData.h | UnrealEd | void CopyAnimationValues ( const [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * Other ) | [] | |
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 ) | [] |
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 ) | [] |
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 ) | [] |
UFbxAnimSequenceImportData::UFbxAnimSequenceImportData | /Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAnimSequenceImportData.h | UnrealEd | UFbxAnimSequenceImportData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UFbxAssetImportData::UFbxAssetImportData | /Engine/Source/Editor/UnrealEd/Classes/Factories/FbxAssetImportData.h | UnrealEd | UFbxAssetImportData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
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 | [] |
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() | [] |
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() | [] |
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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