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 |
|---|---|---|---|---|---|
UHapticFeedbackEffectBufferFactory::UHapticFeedbackEffectBufferFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/HapticFeedbackEffectBufferFactory.h | UnrealEd | UHapticFeedbackEffectBufferFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UHapticFeedbackEffectBufferFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/HapticFeedbackEffectBufferFactory.h | UnrealEd | class UHapticFeedbackEffectBufferFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] | |
UHapticFeedbackEffectCurveFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/HapticFeedbackEffectCurveFactory.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... | [] |
UHapticFeedbackEffectCurveFactory::UHapticFeedbackEffectCurveFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/HapticFeedbackEffectCurveFactory.h | UnrealEd | UHapticFeedbackEffectCurveFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UHapticFeedbackEffectCurveFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/HapticFeedbackEffectCurveFactory.h | UnrealEd | class UHapticFeedbackEffectCurveFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] | |
UHapticFeedbackEffectSoundWaveFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/HapticFeedbackEffectSoundWaveFactory.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... | [] |
UHapticFeedbackEffectSoundWaveFactory::UHapticFeedbackEffectSoundWaveFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/HapticFeedbackEffectSoundWaveFactory.h | UnrealEd | UHapticFeedbackEffectSoundWaveFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UHapticFeedbackEffectSoundWaveFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/HapticFeedbackEffectSoundWaveFactory.h | UnrealEd | class UHapticFeedbackEffectSoundWaveFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] | |
UInterchangeReimportHandler::GetPriority | /Engine/Source/Editor/UnrealEd/Classes/Factories/InterchangeReimportHandler.h | Get the import priority for this handler. Import handlers with higher priority values will take precedent over lower priorities. | UnrealEd | virtual int32 GetPriority() const | [] |
UInterchangeReimportHandler::CanReimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/InterchangeReimportHandler.h | Check to see if the handler is capable of reimporting the object
true if this handler is capable of reimporting the provided object | UnrealEd | virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames ) | [] |
UInterchangeReimportHandler::IsInterchangeFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/InterchangeReimportHandler.h | UnrealEd | virtual bool IsInterchangeFactory() const | [] | |
UInterchangeReimportHandler::Reimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/InterchangeReimportHandler.h | Attempt to reimport the specified object from its sourceEReimportResult::Succeededif this handler was able to handle reimporting the provided object,EReimportResult::Failedif this handler was unable to handle reimporting the provided object orEReimportResult::Cancelledif the handler was cancelled part-way through re-im... | UnrealEd | virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj ) | [] |
UInterchangeReimportHandler::Reimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/InterchangeReimportHandler.h | Attempt to reimport the specified object from its sourceEReimportResult::Succeededif this handler was able to handle reimporting the provided object,EReimportResult::Failedif this handler was unable to handle reimporting the provided object orEReimportResult::Cancelledif the handler was cancelled part-way through re-im... | UnrealEd | virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, int32 SourceFileIndex ) | [] |
UInterchangeReimportHandler::SetReimportPaths | /Engine/Source/Editor/UnrealEd/Classes/Factories/InterchangeReimportHandler.h | Sets the reimport path(s) for the specified object | UnrealEd | virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths ) | [] |
UInterchangeReimportHandler::SetReimportPaths | /Engine/Source/Editor/UnrealEd/Classes/Factories/InterchangeReimportHandler.h | Sets the reimport path(s) for the specified object at the specified index | UnrealEd | virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [FString](API\Runtime\Core\Containers\FString) & NewReimportPath, const int32 SourceIndex ) | [] |
UInterchangeReimportHandler::SetReimportSourceIndex | /Engine/Source/Editor/UnrealEd/Classes/Factories/InterchangeReimportHandler.h | If we want to import a specific source index and there is some settings to update in the asset import data before starting the re-import. | UnrealEd | virtual void SetReimportSourceIndex ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const int32 SourceIndex ) | [] |
UInterchangeReimportHandler::UInterchangeReimportHandler | /Engine/Source/Editor/UnrealEd/Classes/Factories/InterchangeReimportHandler.h | UnrealEd | UInterchangeReimportHandler ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UInterchangeReimportHandler | /Engine/Source/Editor/UnrealEd/Classes/Factories/InterchangeReimportHandler.h | ThisFReimportHandlerclass is temporary until we remove theUFactoryimport/reimport code. We use this ReimportHandler factory to make sure the set reimport is not touching theUInterchangeAssetImportDatawhen reimporting an asset | UnrealEd | class UInterchangeReimportHandler : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) | [] |
ULevelFactory::FactoryCreateText | /Engine/Source/Editor/UnrealEd/Classes/Factories/LevelFactory.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... | [] |
ULevelFactory::ULevelFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/LevelFactory.h | UnrealEd | ULevelFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
ULevelFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/LevelFactory.h | LevelFactory. | UnrealEd | class ULevelFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] |
ULightWeightInstanceFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/LightWeightInstanceFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
ULightWeightInstanceFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/LightWeightInstanceFactory.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... | [] |
ULightWeightInstanceFactory::ULightWeightInstanceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/LightWeightInstanceFactory.h | UnrealEd | ULightWeightInstanceFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
ULightWeightInstanceFactory::MakeNewLightWeightInstanceManager | /Engine/Source/Editor/UnrealEd/Classes/Factories/LightWeightInstanceFactory.h | UnrealEd | virtual [ALightWeightInstanceManager](API\Runtime\Engine\GameFramework\ALightWeightInstanceManager) * MakeNewLightWeightInstanceManager ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) | [] | |
ULightWeightInstanceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/LightWeightInstanceFactory.h | UnrealEd | class ULightWeightInstanceFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TSubclassOf< cl...",
"name": "ParentClass",
"description": "The parent class of the created blueprint."
}
] | |
UMaterialFactoryNew::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFactoryNew.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... | [] |
UMaterialFactoryNew::UMaterialFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFactoryNew.h | UnrealEd | UMaterialFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UMaterialFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFactoryNew.h | MaterialFactoryNew. | UnrealEd | class UMaterialFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TObjectPtr< cla...",
"name": "InitialTexture",
"description": "An initial texture to place in the newly created material"
}
] |
UMaterialFunctionFactoryNew::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionFactoryNew.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... | [] |
UMaterialFunctionFactoryNew::UMaterialFunctionFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionFactoryNew.h | UnrealEd | UMaterialFunctionFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UMaterialFunctionInstanceFactory::UMaterialFunctionInstanceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionInstanceFactory.h | UnrealEd | UMaterialFunctionInstanceFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UMaterialFunctionFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionFactoryNew.h | MaterialFunctionFactoryNew. | UnrealEd | class UMaterialFunctionFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] |
UMaterialFunctionInstanceFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionInstanceFactory.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... | [] |
UMaterialFunctionInstanceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionInstanceFactory.h | UnrealEd | class UMaterialFunctionInstanceFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TObjectPtr< cla...",
"name": "InitialParent",
"description": ""
}
] | |
UMaterialFunctionMaterialLayerBlendFactory::UMaterialFunctionMaterialLayerBlendFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionMaterialLayerBlendFactory.h | UnrealEd | UMaterialFunctionMaterialLayerBlendFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UMaterialFunctionMaterialLayerBlendFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionMaterialLayerBlendFactory.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... | [] |
UMaterialFunctionMaterialLayerBlendFactory::GetDefaultNewAssetName | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionMaterialLayerBlendFactory.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 | [] |
UMaterialFunctionMaterialLayerBlendFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionMaterialLayerBlendFactory.h | MaterialFunctionFactoryNew. | UnrealEd | class UMaterialFunctionMaterialLayerBlendFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] |
UMaterialFunctionMaterialLayerBlendInstanceFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionInstanceFactory.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... | [] |
UMaterialFunctionMaterialLayerBlendInstanceFactory::GetDefaultNewAssetName | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionInstanceFactory.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 | [] |
UMaterialFunctionMaterialLayerBlendInstanceFactory::UMaterialFunctionMaterialLayerBlendInstanceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionInstanceFactory.h | UnrealEd | UMaterialFunctionMaterialLayerBlendInstanceFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UMaterialFunctionMaterialLayerBlendInstanceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionInstanceFactory.h | UnrealEd | class UMaterialFunctionMaterialLayerBlendInstanceFactory : public [UMaterialFunctionInstanceFactory](API\Editor\UnrealEd\Factories\UMaterialFunctionInstanceFactory) | [] | |
UMaterialFunctionMaterialLayerFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionMaterialLayerFactory.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... | [] |
UMaterialFunctionMaterialLayerFactory::GetDefaultNewAssetName | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionMaterialLayerFactory.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 | [] |
UMaterialFunctionMaterialLayerFactory::UMaterialFunctionMaterialLayerFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionMaterialLayerFactory.h | UnrealEd | UMaterialFunctionMaterialLayerFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UMaterialFunctionMaterialLayerFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionMaterialLayerFactory.h | MaterialFunctionFactoryNew. | UnrealEd | class UMaterialFunctionMaterialLayerFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] |
UMaterialFunctionMaterialLayerInstanceFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionInstanceFactory.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... | [] |
UMaterialFunctionMaterialLayerInstanceFactory::GetDefaultNewAssetName | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionInstanceFactory.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 | [] |
UMaterialFunctionMaterialLayerInstanceFactory::UMaterialFunctionMaterialLayerInstanceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionInstanceFactory.h | UnrealEd | UMaterialFunctionMaterialLayerInstanceFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UMaterialFunctionMaterialLayerInstanceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialFunctionInstanceFactory.h | UnrealEd | class UMaterialFunctionMaterialLayerInstanceFactory : public [UMaterialFunctionInstanceFactory](API\Editor\UnrealEd\Factories\UMaterialFunctionInstanceFactory) | [] | |
UMaterialImportHelpers::FindExistingMaterialFromSearchLocation | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialImportHelpers.h | UnrealEd | static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * FindExistingMaterialFromSearchLocation ( const [FString](API\Runtime\Core\Containers\FString) & MaterialFullName, const [FString](API\Runtime\Core\Containers\FString) & BasePackagePath, EMaterialSearchLocation SearchLocation, [FText](API\Run... | [] | |
UMaterialImportHelpers::FindExistingMaterial | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialImportHelpers.h | UnrealEd | static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * FindExistingMaterial ( const [FString](API\Runtime\Core\Containers\FString) & BasePath, const [FString](API\Runtime\Core\Containers\FString) & MaterialFullName, const bool bRecursivePaths, [FText](API\Runtime\Core\Internationalization\FText)... | [] | |
UMaterialImportHelpers | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialImportHelpers.h | UnrealEd | class UMaterialImportHelpers : public [UObject](API\Runtime\CoreUObject\UObject\UObject) | [] | |
UMaterialInstanceConstantFactoryNew::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialInstanceConstantFactoryNew.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... | [] |
UMaterialInstanceConstantFactoryNew::UMaterialInstanceConstantFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialInstanceConstantFactoryNew.h | UnrealEd | UMaterialInstanceConstantFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UMaterialInstanceConstantFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialInstanceConstantFactoryNew.h | MaterialInstanceConstantFactoryNew. | UnrealEd | class UMaterialInstanceConstantFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TObjectPtr< cla...",
"name": "InitialParent",
"description": ""
}
] |
UMaterialParameterCollectionFactoryNew::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialParameterCollectionFactoryNew.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... | [] |
UMaterialParameterCollectionFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialParameterCollectionFactoryNew.h | MaterialParameterCollectionFactoryNew.h. | UnrealEd | class UMaterialParameterCollectionFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] |
UMaterialParameterCollectionFactoryNew::UMaterialParameterCollectionFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MaterialParameterCollectionFactoryNew.h | UnrealEd | UMaterialParameterCollectionFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UMirrorDataTableFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/MirrorDataTableFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UMirrorDataTableFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/MirrorDataTableFactory.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... | [] |
UMirrorDataTableFactory::GetDisplayName | /Engine/Source/Editor/UnrealEd/Classes/Factories/MirrorDataTableFactory.h | Returns the name of the factory for menus | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const | [] |
UMirrorDataTableFactory::GetMenuCategories | /Engine/Source/Editor/UnrealEd/Classes/Factories/MirrorDataTableFactory.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 | [] |
UMirrorDataTableFactory::MakeNewMirrorDataTable | /Engine/Source/Editor/UnrealEd/Classes/Factories/MirrorDataTableFactory.h | UnrealEd | virtual [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MakeNewMirrorDataTable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) | [] | |
UMirrorDataTableFactory::OnWindowUserActionDelegate | /Engine/Source/Editor/UnrealEd/Classes/Factories/MirrorDataTableFactory.h | UnrealEd | void OnWindowUserActionDelegate ( bool bCreate, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, [UMirrorTableFindReplaceExpressions](API\Editor\UnrealEd\Factories\UMirrorTableFindReplaceExpressio-) * InFindReplaceExpressions, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InRes... | [] | |
UMirrorDataTableFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/MirrorDataTableFactory.h | No constructors are accessible with public or protected access. | UnrealEd | class UMirrorDataTableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] |
UMirrorTableFindReplaceExpressions | /Engine/Source/Editor/UnrealEd/Classes/Factories/MirrorDataTableFactory.h | No constructors are accessible with public or protected access. | UnrealEd | class UMirrorTableFindReplaceExpressions : public [UObject](API\Runtime\CoreUObject\UObject\UObject) | [
{
"type": "TArray<FMirror...",
"name": "FindReplaceExpressions",
"description": "Collection of animations for motion matching."
}
] |
UModelFactory::FactoryCreateText | /Engine/Source/Editor/UnrealEd/Classes/Factories/ModelFactory.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... | [] |
UModelFactory::UModelFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ModelFactory.h | UnrealEd | UModelFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UModelFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ModelFactory.h | ModelFactory. | UnrealEd | class UModelFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] |
UObjectLibraryFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/ObjectLibraryFactory.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... | [] |
UObjectLibraryFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ObjectLibraryFactory.h | UnrealEd | class UObjectLibraryFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] | |
UObjectLibraryFactory::UObjectLibraryFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ObjectLibraryFactory.h | UnrealEd | UObjectLibraryFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UPackageFactory::FactoryCreateText | /Engine/Source/Editor/UnrealEd/Classes/Factories/PackageFactory.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... | [] |
UPackageFactory::UPackageFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PackageFactory.h | UnrealEd | UPackageFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UPackageFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PackageFactory.h | PackageFactory. | UnrealEd | class UPackageFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] |
UPackFactory::FactoryCreateBinary | /Engine/Source/Editor/UnrealEd/Classes/Factories/PackFactory.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... | [] |
UPackFactory::UPackFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PackFactory.h | UnrealEd | UPackFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UPackFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PackFactory.h | Factory for unpacking upack files | UnrealEd | class UPackFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] |
UParticleSystemFactoryNew::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/ParticleSystemFactoryNew.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... | [] |
UParticleSystemFactoryNew::UParticleSystemFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/ParticleSystemFactoryNew.h | UnrealEd | UParticleSystemFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UParticleSystemFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/ParticleSystemFactoryNew.h | ParticleSystemFactoryNew. | UnrealEd | class UParticleSystemFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] |
UPhysicalMaterialFactoryNew::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialFactoryNew.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UPhysicalMaterialFactoryNew::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialFactoryNew.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... | [] |
UPhysicalMaterialFactoryNew::UPhysicalMaterialFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialFactoryNew.h | UnrealEd | UPhysicalMaterialFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UPhysicalMaterialFactoryNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialFactoryNew.h | UnrealEd | class UPhysicalMaterialFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TSubclassOf<UP...",
"name": "PhysicalMaterialClass",
"description": ""
}
] | |
UPhysicalMaterialMaskFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialMaskFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UPhysicalMaterialMaskFactory::CanReimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialMaskFactory.h | Check to see if the handler is capable of reimporting the object
true if this handler is capable of reimporting the provided object | UnrealEd | virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames ) | [] |
UPhysicalMaterialMaskFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialMaskFactory.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... | [] |
UPhysicalMaterialMaskFactory::GetPriority | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialMaskFactory.h | Get the import priority for this handler. Import handlers with higher priority values will take precedent over lower priorities. | UnrealEd | virtual int32 GetPriority() const | [] |
UPhysicalMaterialMaskFactory::Reimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialMaskFactory.h | Attempt to reimport the specified object from its sourceEReimportResult::Succeededif this handler was able to handle reimporting the provided object,EReimportResult::Failedif this handler was unable to handle reimporting the provided object orEReimportResult::Cancelledif the handler was cancelled part-way through re-im... | UnrealEd | virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj ) | [] |
UPhysicalMaterialMaskFactory::UPhysicalMaterialMaskFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialMaskFactory.h | UnrealEd | UPhysicalMaterialMaskFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UPhysicalMaterialMaskFactory::SetReimportPaths | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialMaskFactory.h | Sets the reimport path(s) for the specified object | UnrealEd | virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths ) | [] |
UPhysicalMaterialMaskFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialMaskFactory.h | UnrealEd | class UPhysicalMaterialMaskFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) | [
{
"type": "TSubclassOf<UP...",
"name": "PhysicalMaterialMaskClass",
"description": ""
}
] | |
UPhysicsAssetFactory::CreatePhysicsAssetFromMesh | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicsAssetFactory.h | Create a physics asset from a skeletal mesh | UnrealEd | static [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreatePhysicsAssetFromMesh ( [FName](API\Runtime\Core\UObject\FName) InAssetName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkelMesh, bool bSetToMesh ) | [] |
UPhysicsAssetFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicsAssetFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UPhysicsAssetFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicsAssetFactory.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... | [] |
UPhysicsAssetFactory::UPhysicsAssetFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicsAssetFactory.h | UnrealEd | UPhysicsAssetFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UPhysicsAssetFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicsAssetFactory.h | UnrealEd | class UPhysicsAssetFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TObjectPtr<USk...",
"name": "TargetSkeletalMesh",
"description": "The skeletal mesh with which to initialize this physics asset."
}
] |
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