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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)
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UObjectLibraryFactory::UObjectLibraryFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/ObjectLibraryFactory.h
UnrealEd
UObjectLibraryFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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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...
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UPackageFactory::UPackageFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/PackageFactory.h
UnrealEd
UPackageFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UPackageFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/PackageFactory.h
PackageFactory.
UnrealEd
class UPackageFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
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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...
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UPackFactory::UPackFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/PackFactory.h
UnrealEd
UPackFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UPackFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/PackFactory.h
Factory for unpacking upack files
UnrealEd
class UPackFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
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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...
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UParticleSystemFactoryNew::UParticleSystemFactoryNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/ParticleSystemFactoryNew.h
UnrealEd
UParticleSystemFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UParticleSystemFactoryNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/ParticleSystemFactoryNew.h
ParticleSystemFactoryNew.
UnrealEd
class UParticleSystemFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
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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()
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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...
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UPhysicalMaterialFactoryNew::UPhysicalMaterialFactoryNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialFactoryNew.h
UnrealEd
UPhysicalMaterialFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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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()
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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 )
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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...
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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 )
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UPhysicalMaterialMaskFactory::UPhysicalMaterialMaskFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicalMaterialMaskFactory.h
UnrealEd
UPhysicalMaterialMaskFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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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 )
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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 )
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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...
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UPhysicsAssetFactory::UPhysicsAssetFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/PhysicsAssetFactory.h
UnrealEd
UPhysicsAssetFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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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." } ]