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 |
|---|---|---|---|---|---|
UPolysFactory::FactoryCreateText | /Engine/Source/Editor/UnrealEd/Classes/Factories/PolysFactory.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... | [] |
UPolysFactory::UPolysFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PolysFactory.h | UnrealEd | UPolysFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UPolysFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PolysFactory.h | PolysFactory. | UnrealEd | class UPolysFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] |
UPoseAssetFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/PoseAssetFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UPoseAssetFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/PoseAssetFactory.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... | [] |
UPoseAssetFactory::UPoseAssetFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PoseAssetFactory.h | UnrealEd | UPoseAssetFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UPoseAssetFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PoseAssetFactory.h | UnrealEd | class UPoseAssetFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TArray<FString...",
"name": "PoseNames",
"description": "Optional."
},
{
"type": "TObjectPtr< cla...",
"name": "PreviewSkeletalMesh",
"description": ""
},
{
"type": "TObjectPtr< cla...",
"name": "SourceAnimation",
"description": "Used when creating a composite ... | |
UPreviewMeshCollectionFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/PreviewMeshCollectionFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
UPreviewMeshCollectionFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/PreviewMeshCollectionFactory.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... | [] |
UPreviewMeshCollectionFactory::GetDisplayName | /Engine/Source/Editor/UnrealEd/Classes/Factories/PreviewMeshCollectionFactory.h | Returns the name of the factory for menus | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const | [] |
UPreviewMeshCollectionFactory::GetToolTip | /Engine/Source/Editor/UnrealEd/Classes/Factories/PreviewMeshCollectionFactory.h | Returns the tooltip text description of this factory | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTip() const | [] |
UPreviewMeshCollectionFactory::ShouldShowInNewMenu | /Engine/Source/Editor/UnrealEd/Classes/Factories/PreviewMeshCollectionFactory.h | Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew). | UnrealEd | virtual bool ShouldShowInNewMenu() const | [] |
UPreviewMeshCollectionFactory::UPreviewMeshCollectionFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PreviewMeshCollectionFactory.h | UnrealEd | UPreviewMeshCollectionFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UPreviewMeshCollectionFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/PreviewMeshCollectionFactory.h | UnrealEd | class UPreviewMeshCollectionFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TWeakObjectPtr<...",
"name": "CurrentSkeleton",
"description": "The current skeleton we are creating collections for"
}
] | |
UReimportCurveFactory::CanReimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportCurveFactory.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 ) | [] |
UReimportCurveFactory::GetPriority | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportCurveFactory.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 | [] |
UReimportCurveFactory::Reimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportCurveFactory.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 ) | [] |
UReimportCurveFactory::SetReimportPaths | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportCurveFactory.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 ) | [] |
UReimportCurveFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportCurveFactory.h | UnrealEd | class UReimportCurveFactory : public [UCSVImportFactory](API\Editor\UnrealEd\Factories\UCSVImportFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) | [] | |
UReimportCurveFactory::UReimportCurveFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportCurveFactory.h | UnrealEd | UReimportCurveFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UReimportCurveTableFactory::CanReimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportCurveTableFactory.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 ) | [] |
UReimportCurveTableFactory::GetPriority | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportCurveTableFactory.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 | [] |
UReimportCurveTableFactory::Reimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportCurveTableFactory.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 ) | [] |
UReimportCurveTableFactory::SetReimportPaths | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportCurveTableFactory.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 ) | [] |
UReimportCurveTableFactory::UReimportCurveTableFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportCurveTableFactory.h | UnrealEd | UReimportCurveTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UReimportCurveTableFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportCurveTableFactory.h | UnrealEd | class UReimportCurveTableFactory : public [UCSVImportFactory](API\Editor\UnrealEd\Factories\UCSVImportFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) | [] | |
UReimportDataTableFactory::CanReimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportDataTableFactory.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 ) | [] |
UReimportDataTableFactory::FactoryCanImport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportDataTableFactory.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 ) | [] |
UReimportDataTableFactory::GetPriority | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportDataTableFactory.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 | [] |
UReimportDataTableFactory::Reimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportDataTableFactory.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 ) | [] |
UReimportDataTableFactory::SetReimportPaths | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportDataTableFactory.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 ) | [] |
UReimportDataTableFactory::UReimportDataTableFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportDataTableFactory.h | UnrealEd | UReimportDataTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UReimportDataTableFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportDataTableFactory.h | UnrealEd | class UReimportDataTableFactory : public [UCSVImportFactory](API\Editor\UnrealEd\Factories\UCSVImportFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) | [] | |
UReimportFbxAnimSequenceFactory::CanReimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxAnimSequenceFactory.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 ) | [] |
UReimportFbxAnimSequenceFactory::FactoryCanImport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxAnimSequenceFactory.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 ) | [] |
UReimportFbxAnimSequenceFactory::GetPriority | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxAnimSequenceFactory.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 | [] |
UReimportFbxAnimSequenceFactory::IsAutomatedImport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxAnimSequenceFactory.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 | [] |
UReimportFbxAnimSequenceFactory::PostImportCleanUp | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxAnimSequenceFactory.h | Call after multiple import happen | UnrealEd | virtual void PostImportCleanUp() | [] |
UReimportFbxAnimSequenceFactory::Reimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxAnimSequenceFactory.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 ) | [] |
UReimportFbxAnimSequenceFactory::SetReimportPaths | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxAnimSequenceFactory.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 ) | [] |
UReimportFbxAnimSequenceFactory::UReimportFbxAnimSequenceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxAnimSequenceFactory.h | UnrealEd | UReimportFbxAnimSequenceFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UReimportFbxAnimSequenceFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxAnimSequenceFactory.h | ReimportFbxAnimSequenceFactory. | UnrealEd | class UReimportFbxAnimSequenceFactory : public [UFbxFactory](API\Editor\UnrealEd\Factories\UFbxFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) | [] |
UReimportFbxSceneFactory::CanReimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSceneFactory.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 ) | [] |
UReimportFbxSceneFactory::FactoryCanImport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSceneFactory.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 ) | [] |
UReimportFbxSceneFactory::GetPriority | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSceneFactory.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 | [] |
UReimportFbxSceneFactory::Reimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSceneFactory.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 ) | [] |
UReimportFbxSceneFactory::SetReimportPaths | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSceneFactory.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 ) | [] |
UReimportFbxSceneFactory::ScriptReimportHelper | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSceneFactory.h | Script helper to allow fbx scene reimport from scripted language | UnrealEd | void ScriptReimportHelper ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj ) | [] |
UReimportFbxSceneFactory::UReimportFbxSceneFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSceneFactory.h | UnrealEd | UReimportFbxSceneFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UReimportFbxSceneFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSceneFactory.h | UnrealEd | class UReimportFbxSceneFactory : public [UFbxSceneImportFactory](API\Editor\UnrealEd\Factories\UFbxSceneImportFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) | [] | |
UReimportFbxSkeletalMeshFactory::CanReimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSkeletalMeshFactory.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 ) | [] |
UReimportFbxSkeletalMeshFactory::FactoryCanImport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSkeletalMeshFactory.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 ) | [] |
UReimportFbxSkeletalMeshFactory::GetPriority | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSkeletalMeshFactory.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 | [] |
UReimportFbxSkeletalMeshFactory::IsAutomatedImport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSkeletalMeshFactory.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 | [] |
UReimportFbxSkeletalMeshFactory::Reimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSkeletalMeshFactory.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 ) | [] |
UReimportFbxSkeletalMeshFactory::PostImportCleanUp | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSkeletalMeshFactory.h | Call after multiple import happen | UnrealEd | virtual void PostImportCleanUp() | [] |
UReimportFbxSkeletalMeshFactory::Reimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSkeletalMeshFactory.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 ) | [] |
UReimportFbxSkeletalMeshFactory::SetReimportPaths | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSkeletalMeshFactory.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 ) | [] |
UReimportFbxSkeletalMeshFactory::SetReimportPaths | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSkeletalMeshFactory.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 ) | [] |
UReimportFbxSkeletalMeshFactory::UReimportFbxSkeletalMeshFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSkeletalMeshFactory.h | UnrealEd | UReimportFbxSkeletalMeshFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UReimportFbxSkeletalMeshFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxSkeletalMeshFactory.h | ReimportFbxSkeletalMeshFactory. | UnrealEd | class UReimportFbxSkeletalMeshFactory : public [UFbxFactory](API\Editor\UnrealEd\Factories\UFbxFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) | [] |
UReimportFbxStaticMeshFactory::CanReimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxStaticMeshFactory.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 ) | [] |
UReimportFbxStaticMeshFactory::FactoryCanImport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxStaticMeshFactory.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 ) | [] |
UReimportFbxStaticMeshFactory::GetPriority | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxStaticMeshFactory.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 | [] |
UReimportFbxStaticMeshFactory::IsAutomatedImport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxStaticMeshFactory.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 | [] |
UReimportFbxStaticMeshFactory::PostImportCleanUp | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxStaticMeshFactory.h | Call after multiple import happen | UnrealEd | virtual void PostImportCleanUp() | [] |
UReimportFbxStaticMeshFactory::Reimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxStaticMeshFactory.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 ) | [] |
UReimportFbxStaticMeshFactory::SetReimportPaths | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxStaticMeshFactory.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 ) | [] |
UReimportFbxStaticMeshFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxStaticMeshFactory.h | ReimportFbxStaticMeshFactory. | UnrealEd | class UReimportFbxStaticMeshFactory : public [UFbxFactory](API\Editor\UnrealEd\Factories\UFbxFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) | [] |
UReimportFbxStaticMeshFactory::UReimportFbxStaticMeshFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportFbxStaticMeshFactory.h | UnrealEd | UReimportFbxStaticMeshFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UReimportTextureFactory::CanReimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportTextureFactory.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 ) | [] |
UReimportTextureFactory::GetPriority | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportTextureFactory.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 | [] |
UReimportTextureFactory::Reimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportTextureFactory.h | Reimports specified texture from its source material, if the meta-data exists | UnrealEd | virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj ) | [] |
UReimportTextureFactory::IsAutomatedImport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportTextureFactory.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 | [] |
UReimportTextureFactory::SetReimportPaths | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportTextureFactory.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 ) | [] |
UReimportTextureFactory::UReimportTextureFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportTextureFactory.h | UnrealEd | UReimportTextureFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UReimportTextureFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportTextureFactory.h | UnrealEd | class UReimportTextureFactory : public [UTextureFactory](API\Editor\UnrealEd\Factories\UTextureFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) | [
{
"type": "TObjectPtr< cla...",
"name": "pOriginalTex",
"description": ""
}
] | |
UReimportVectorFieldStaticFactory::GetPriority | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportVectorFieldStaticFactory.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 | [] |
UReimportVectorFieldStaticFactory::CanReimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportVectorFieldStaticFactory.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 ) | [] |
UReimportVectorFieldStaticFactory::Reimport | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportVectorFieldStaticFactory.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 ) | [] |
UReimportVectorFieldStaticFactory::SetReimportPaths | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportVectorFieldStaticFactory.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 ) | [] |
UReimportVectorFieldStaticFactory::UReimportVectorFieldStaticFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportVectorFieldStaticFactory.h | UnrealEd | UReimportVectorFieldStaticFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UReimportVectorFieldStaticFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportVectorFieldStaticFactory.h | ReimportTextureFactory. | UnrealEd | class UReimportVectorFieldStaticFactory : public [UVectorFieldStaticFactory](API\Editor\UnrealEd\Factories\UVectorFieldStaticFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler) | [] |
USceneImportFactory::ImportsAssets | /Engine/Source/Editor/UnrealEd/Classes/Factories/SceneImportFactory.h | whether or not this scene importer can also create assets and thus must ask the user where they want to place content | UnrealEd | virtual bool ImportsAssets() const | [] |
USceneImportFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/SceneImportFactory.h | Base class for all factories that import objects into a scene (e.g in a level) | UnrealEd | class USceneImportFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [] |
USkeletonFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/SkeletonFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
USkeletonFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/SkeletonFactory.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... | [] |
USkeletonFactory::USkeletonFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/SkeletonFactory.h | UnrealEd | USkeletonFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
USkeletonFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/SkeletonFactory.h | UnrealEd | class USkeletonFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TObjectPtr< cla...",
"name": "TargetSkeletalMesh",
"description": "The skeletal mesh with which to initialize this skeleton."
}
] | |
USlateBrushAssetFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/SlateBrushAssetFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
USlateBrushAssetFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/SlateBrushAssetFactory.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... | [] |
USlateBrushAssetFactory::GetDisplayName | /Engine/Source/Editor/UnrealEd/Classes/Factories/SlateBrushAssetFactory.h | Returns the name of the factory for menus | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const | [] |
USlateBrushAssetFactory::USlateBrushAssetFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/SlateBrushAssetFactory.h | UnrealEd | USlateBrushAssetFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
USlateBrushAssetFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/SlateBrushAssetFactory.h | Factory for creating SlateBrushAssets | UnrealEd | class USlateBrushAssetFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TObjectPtr< cla...",
"name": "InitialTexture",
"description": "An initial texture to assign to the newly created slate brush"
}
] |
USlateWidgetStyleAssetFactory::ConfigureProperties | /Engine/Source/Editor/UnrealEd/Classes/Factories/SlateWidgetStyleAssetFactory.h | Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties | UnrealEd | virtual bool ConfigureProperties() | [] |
USlateWidgetStyleAssetFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/SlateWidgetStyleAssetFactory.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... | [] |
USlateWidgetStyleAssetFactory::GetDisplayName | /Engine/Source/Editor/UnrealEd/Classes/Factories/SlateWidgetStyleAssetFactory.h | Returns the name of the factory for menus | UnrealEd | virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const | [] |
USlateWidgetStyleAssetFactory::USlateWidgetStyleAssetFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/SlateWidgetStyleAssetFactory.h | UnrealEd | USlateWidgetStyleAssetFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
USlateWidgetStyleAssetFactory | /Engine/Source/Editor/UnrealEd/Classes/Factories/SlateWidgetStyleAssetFactory.h | Factory for creating SlateStyles | UnrealEd | class USlateWidgetStyleAssetFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory) | [
{
"type": "TSubclassOf<US...",
"name": "StyleType",
"description": ""
}
] |
USpecularProfileFactory::FactoryCreateNew | /Engine/Source/Editor/UnrealEd/Classes/Factories/SpecularProfileFactory.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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