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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 )
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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
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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 )
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UReimportTextureFactory::UReimportTextureFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportTextureFactory.h
UnrealEd
UReimportTextureFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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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
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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 )
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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 )
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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 )
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UReimportVectorFieldStaticFactory::UReimportVectorFieldStaticFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/ReimportVectorFieldStaticFactory.h
UnrealEd
UReimportVectorFieldStaticFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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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)
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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
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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)
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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()
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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...
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USkeletonFactory::USkeletonFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/SkeletonFactory.h
UnrealEd
USkeletonFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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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()
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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...
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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
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USlateBrushAssetFactory::USlateBrushAssetFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/SlateBrushAssetFactory.h
UnrealEd
USlateBrushAssetFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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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()
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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...
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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
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USlateWidgetStyleAssetFactory::USlateWidgetStyleAssetFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/SlateWidgetStyleAssetFactory.h
UnrealEd
USlateWidgetStyleAssetFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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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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