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USpecularProfileFactory::USpecularProfileFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/SpecularProfileFactory.h
UnrealEd
USpecularProfileFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USpecularProfileFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/SpecularProfileFactory.h
UnrealEd
class USpecularProfileFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
UStringTableFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/StringTableFactory.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...
[]
UStringTableFactory::UStringTableFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/StringTableFactory.h
UnrealEd
UStringTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UStringTableFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/StringTableFactory.h
UnrealEd
class UStringTableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
UStructureFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/StructureFactory.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...
[]
UStructureFactory::UStructureFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/StructureFactory.h
UnrealEd
UStructureFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UStructureFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/StructureFactory.h
UnrealEd
class UStructureFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
USubsurfaceProfileFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/SubsurfaceProfileFactory.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...
[]
USubsurfaceProfileFactory::USubsurfaceProfileFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/SubsurfaceProfileFactory.h
UnrealEd
USubsurfaceProfileFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USubsurfaceProfileFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/SubsurfaceProfileFactory.h
UnrealEd
class USubsurfaceProfileFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
USubUVAnimationFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/SubUVAnimationFactory.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...
[]
USubUVAnimationFactory::GetMenuCategories
/Engine/Source/Editor/UnrealEd/Classes/Factories/SubUVAnimationFactory.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
[]
USubUVAnimationFactory::USubUVAnimationFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/SubUVAnimationFactory.h
UnrealEd
USubUVAnimationFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USubUVAnimationFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/SubUVAnimationFactory.h
Factory for SubUVAnimation assets
UnrealEd
class USubUVAnimationFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "TObjectPtr< cla...", "name": "InitialTexture", "description": "An initial texture to use" } ]
UTexture2DArrayFactory::CanCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2DArrayFactory.h
true if the factory can currently create a new object from scratch.
UnrealEd
virtual bool CanCreateNew() const
[]
UTexture2DArrayFactory::CheckArrayTexturesCompatibility
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2DArrayFactory.h
UnrealEd
bool CheckArrayTexturesCompatibility()
[]
UTexture2DArrayFactory::ConfigureProperties
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2DArrayFactory.h
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
UnrealEd
virtual bool ConfigureProperties()
[]
UTexture2DArrayFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2DArrayFactory.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...
[]
UTexture2DArrayFactory::GetDisplayName
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2DArrayFactory.h
Returns the name of the factory for menus
UnrealEd
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const
[]
UTexture2DArrayFactory::UTexture2DArrayFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2DArrayFactory.h
UnrealEd
UTexture2DArrayFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTexture2DArrayFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2DArrayFactory.h
Factory for creating volume texture
UnrealEd
class UTexture2DArrayFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "TArray<TObject...", "name": "InitialTextures", "description": "" } ]
UTexture2DArrayThumbnailRenderer::Draw
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2dArrayThumbnailRenderer.h
Draws a thumbnail for the object that was specified.
UnrealEd
virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )
[]
UTexture2DArrayThumbnailRenderer::GetThumbnailSize
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2dArrayThumbnailRenderer.h
BeginUThumbnailRendererObject.
UnrealEd
virtual void GetThumbnailSize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, float Zoom, uint32 & OutWidth, uint32 & OutHeight ) const
[]
UTexture2DArrayThumbnailRenderer::UTexture2DArrayThumbnailRenderer
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2dArrayThumbnailRenderer.h
UnrealEd
UTexture2DArrayThumbnailRenderer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTexture2DArrayThumbnailRenderer
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2dArrayThumbnailRenderer.h
This thumbnail renderer displays the texture 2d array
UnrealEd
class UTexture2DArrayThumbnailRenderer : public [UTextureThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UTextureThumbnailRenderer)
[]
UTexture2DFactoryNew::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2dFactoryNew.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...
[]
UTexture2DFactoryNew::ShouldShowInNewMenu
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2dFactoryNew.h
Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).
UnrealEd
virtual bool ShouldShowInNewMenu() const
[]
UTexture2DFactoryNew::UTexture2DFactoryNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2dFactoryNew.h
UnrealEd
UTexture2DFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTexture2DFactoryNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/Texture2dFactoryNew.h
Texture2DFactoryNew.
UnrealEd
class UTexture2DFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "int32", "name": "Height", "description": "Height of new texture" }, { "type": "int32", "name": "Width", "description": "Width of new texture" } ]
UTextureCubeArrayFactory::CanCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeArrayFactory.h
true if the factory can currently create a new object from scratch.
UnrealEd
virtual bool CanCreateNew() const
[]
UTextureCubeArrayFactory::CheckArrayTexturesCompatibility
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeArrayFactory.h
UnrealEd
bool CheckArrayTexturesCompatibility()
[]
UTextureCubeArrayFactory::ConfigureProperties
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeArrayFactory.h
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
UnrealEd
virtual bool ConfigureProperties()
[]
UTextureCubeArrayFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeArrayFactory.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...
[]
UTextureCubeArrayFactory::GetDisplayName
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeArrayFactory.h
Returns the name of the factory for menus
UnrealEd
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const
[]
UTextureCubeArrayFactory::UTextureCubeArrayFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeArrayFactory.h
UnrealEd
UTextureCubeArrayFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureCubeArrayThumbnailRenderer::UTextureCubeArrayThumbnailRenderer
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeArrayThumbnailRenderer.h
UnrealEd
UTextureCubeArrayThumbnailRenderer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureCubeArrayThumbnailRenderer::Draw
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeArrayThumbnailRenderer.h
Draws a thumbnail for the object that was specified.
UnrealEd
virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )
[]
UTextureCubeArrayFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeArrayFactory.h
Factory for creating volume texture
UnrealEd
class UTextureCubeArrayFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "TArray<TObject...", "name": "InitialTextures", "description": "" } ]
UTextureCubeArrayThumbnailRenderer::GetThumbnailSize
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeArrayThumbnailRenderer.h
BeginUThumbnailRendererObject.
UnrealEd
virtual void GetThumbnailSize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, float Zoom, uint32 & OutWidth, uint32 & OutHeight ) const
[]
UTextureCubeArrayThumbnailRenderer
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeArrayThumbnailRenderer.h
This thumbnail renderer displays the texture cube array
UnrealEd
class UTextureCubeArrayThumbnailRenderer : public [UTextureThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UTextureThumbnailRenderer)
[]
UTextureCubeThumbnailRenderer::Draw
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeThumbnailRenderer.h
Draws a thumbnail for the object that was specified.
UnrealEd
virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )
[]
UTextureCubeThumbnailRenderer::GetThumbnailSize
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeThumbnailRenderer.h
BeginUThumbnailRendererObject.
UnrealEd
virtual void GetThumbnailSize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, float Zoom, uint32 & OutWidth, uint32 & OutHeight ) const
[]
UTextureCubeThumbnailRenderer::UTextureCubeThumbnailRenderer
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeThumbnailRenderer.h
UnrealEd
UTextureCubeThumbnailRenderer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
bSuppressImportOverwriteDialog
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
This variable is static because inStaticImportObject()the type of the factory is not known.
UnrealEd
static bool bSuppressImportOverwriteDialog = false;
[]
UTextureFactory::CreateTexture2D
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
Create a texture given the appropriate input parameters
UnrealEd
virtual [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * CreateTexture2D ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags )
[]
UTextureCubeThumbnailRenderer
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureCubeThumbnailRenderer.h
UnrealEd
class UTextureCubeThumbnailRenderer : public [UTextureThumbnailRenderer](API\Editor\UnrealEd\ThumbnailRendering\UTextureThumbnailRenderer)
[]
UTextureFactory::CreateTexture2DArray
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
UnrealEd
virtual [UTexture2DArray](API\Runtime\Engine\Engine\UTexture2DArray) * CreateTexture2DArray ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags )
[]
UTextureFactory::CreateTextureCube
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
UnrealEd
virtual [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) * CreateTextureCube ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags )
[]
UTextureFactory::DoesSupportClass
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
true if it supports this class
UnrealEd
virtual bool DoesSupportClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )
[]
EImageImportFlags
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
Flags to be used when calling ImportImage
UnrealEd
enum EImageImportFlags { None = 0, AllowNonPowerOfTwo = 1 << 0, AllowReturnOfCompressedData = 1 << 1, }
[]
UTextureFactory::FactoryCreateBinary
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.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...
[]
bForceOverwriteExistingSettings
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
Force overwriting the existing texture without the dialog box
UnrealEd
static bool bForceOverwriteExistingSettings = false;
[]
UTextureFactory::FactoryCanImport
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.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 )
[]
UTextureFactory::FindCubeMapFace
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
UnrealEd
void FindCubeMapFace ( const [FString](API\Runtime\Core\Containers\FString) & ParsedText, const [FString](API\Runtime\Core\Containers\FString) & FaceString, [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) & TextureCube, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *& TextureFace )
[]
UTextureFactory::GetImportSettingsParser
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
the parser that is capable of parsing a json string of import settings for this factory
UnrealEd
virtual [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser) * GetImportSettingsParser()
[]
UTextureFactory::InitializeFromT3DTextureCubeDataText
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
UnrealEd
bool InitializeFromT3DTextureCubeDataText ( [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) * InTextureCube, const TCHAR *& Buffer, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
UTextureFactory::InitializeFromT3DTexture2DDataText
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
UnrealEd
bool InitializeFromT3DTexture2DDataText ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTexture2D, const TCHAR *& Buffer, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
UTextureFactory::InitializeFromT3DTextureDataText
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
Initializes the given texture from the TextureData text block supplied. The TextureData text block is assumed to have been generated by the UTextureExporterT3D. bool true if successful, false if not
UnrealEd
bool InitializeFromT3DTextureDataText ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, const [FString](API\Runtime\Core\Containers\FString) & Text, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
UTextureFactory::ParseFromJson
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
IImportSettingsParserinterface
UnrealEd
virtual void ParseFromJson ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > ImportSettingsJson )
[]
UTextureFactory::PostInitProperties
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.
UnrealEd
virtual void PostInitProperties()
[]
UTextureFactory::SuppressImportOverwriteDialog
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
Suppresses the dialog box that, when importing over an existing texture, asks if the users wishes to overwrite its settings. This is primarily for reimporting textures.
UnrealEd
static void SuppressImportOverwriteDialog ( bool bOverwriteExistingSettings )
[]
UTextureFactory::UTextureFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
UnrealEd
UTextureFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureFactory::UTextureFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
UnrealEd
UTextureFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
UnrealEd
class UTextureFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory), public [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser)
[ { "type": "FVector4", "name": "AlphaCoverageThresholds", "description": "Channel values to compare to when preserving alpha coverage from a mask." }, { "type": "uint32: 1", "name": "bAlphaToEmissive", "description": "If enabled, link the texture's alpha to the created material's emissive...
UTextureRenderTarget2DArrayFactoryNew::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureRenderTarget2DArrayFactoryNew.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...
[]
UTextureRenderTarget2DArrayFactoryNew::UTextureRenderTarget2DArrayFactoryNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureRenderTarget2DArrayFactoryNew.h
UnrealEd
UTextureRenderTarget2DArrayFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureRenderTarget2DArrayFactoryNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureRenderTarget2DArrayFactoryNew.h
TextureRenderTargetCubeFactoryNew.
UnrealEd
class UTextureRenderTarget2DArrayFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "uint8", "name": "Format", "description": "Surface format of new texture" }, { "type": "int32", "name": "Height", "description": "Height of new texture" }, { "type": "int32", "name": "Slices", "description": "Depth of new texture" }, { "type": "int32", ...
UTextureRenderTargetCubeFactoryNew::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureRenderTargetCubeFactoryNew.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...
[]
UTextureRenderTargetCubeFactoryNew::UTextureRenderTargetCubeFactoryNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureRenderTargetCubeFactoryNew.h
UnrealEd
UTextureRenderTargetCubeFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureRenderTargetCubeFactoryNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureRenderTargetCubeFactoryNew.h
TextureRenderTargetCubeFactoryNew.
UnrealEd
class UTextureRenderTargetCubeFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "uint8", "name": "Format", "description": "Surface format of new texture" }, { "type": "int32", "name": "Width", "description": "Width of new texture" } ]
UTextureRenderTargetFactoryNew::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureRenderTargetFactoryNew.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...
[]
UTextureRenderTargetFactoryNew::UTextureRenderTargetFactoryNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureRenderTargetFactoryNew.h
UnrealEd
UTextureRenderTargetFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTextureRenderTargetFactoryNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureRenderTargetFactoryNew.h
TextureRenderTargetFactoryNew.
UnrealEd
class UTextureRenderTargetFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "uint8", "name": "Format", "description": "Pixel format of the texture render target" }, { "type": "int32", "name": "Height", "description": "Height of the texture render target" }, { "type": "int32", "name": "Width", "description": "Width of the texture render ...
UTextureRenderTargetVolumeFactoryNew::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureRenderTargetVolumeFactoryNew.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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UTextureRenderTargetVolumeFactoryNew::UTextureRenderTargetVolumeFactoryNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureRenderTargetVolumeFactoryNew.h
UnrealEd
UTextureRenderTargetVolumeFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UTextureRenderTargetVolumeFactoryNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureRenderTargetVolumeFactoryNew.h
TextureRenderTargetCubeFactoryNew.
UnrealEd
class UTextureRenderTargetVolumeFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "int32", "name": "Depth", "description": "Depth of new texture" }, { "type": "uint8", "name": "Format", "description": "Surface format of new texture" }, { "type": "int32", "name": "Height", "description": "Height of new texture" }, { "type": "int32", ...
UTouchInterfaceFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TouchInterfaceFactory.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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UTouchInterfaceFactory::UTouchInterfaceFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/TouchInterfaceFactory.h
UnrealEd
UTouchInterfaceFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTouchInterfaceFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/TouchInterfaceFactory.h
UnrealEd
class UTouchInterfaceFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
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UTrueTypeFontFactory::CanReimport
/Engine/Source/Editor/UnrealEd/Classes/Factories/TrueTypeFontFactory.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 )
[]
UTrueTypeFontFactory::ConfigureProperties
/Engine/Source/Editor/UnrealEd/Classes/Factories/TrueTypeFontFactory.h
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
UnrealEd
virtual bool ConfigureProperties()
[]
UTrueTypeFontFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/TrueTypeFontFactory.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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UTrueTypeFontFactory::GetPriority
/Engine/Source/Editor/UnrealEd/Classes/Factories/TrueTypeFontFactory.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
[]
UTrueTypeFontFactory::PostInitProperties
/Engine/Source/Editor/UnrealEd/Classes/Factories/TrueTypeFontFactory.h
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.
UnrealEd
virtual void PostInitProperties()
[]
UTrueTypeFontFactory::SetReimportPaths
/Engine/Source/Editor/UnrealEd/Classes/Factories/TrueTypeFontFactory.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 )
[]
UTrueTypeFontFactory::Reimport
/Engine/Source/Editor/UnrealEd/Classes/Factories/TrueTypeFontFactory.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 )
[]
UTrueTypeFontFactory::ShouldShowInNewMenu
/Engine/Source/Editor/UnrealEd/Classes/Factories/TrueTypeFontFactory.h
Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).
UnrealEd
virtual bool ShouldShowInNewMenu() const
[]
UTrueTypeFontFactory::SetupFontImportOptions
/Engine/Source/Editor/UnrealEd/Classes/Factories/TrueTypeFontFactory.h
Creates the import options structure for this font
UnrealEd
void SetupFontImportOptions()
[]
UTrueTypeFontFactory::UTrueTypeFontFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/TrueTypeFontFactory.h
UnrealEd
UTrueTypeFontFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTrueTypeFontFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/TrueTypeFontFactory.h
UnrealEd
class UTrueTypeFontFactory : public [UTextureFactory](API\Editor\UnrealEd\Factories\UTextureFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)
[ { "type": "bool", "name": "bFontSelected", "description": "True if a font was selected during the non-legacy creation process" }, { "type": "bool", "name": "bPropertiesConfigured", "description": "True when the font dialog was shown for this factory during the non-legacy creation process...
UUDIMTextureFunctionLibrary::MakeUDIMVirtualTextureFromTexture2Ds
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
Make a UDIM virtual texture from a list of regular 2D textures UTexture2D* Pointer to the UDIM texture or null if failed
UnrealEd
static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * MakeUDIMVirtualTextureFromTexture2Ds ( [FString](API\Runtime\Core\Containers\FString) OutputPathName, const [TArray](API\Runtime\Core\Containers\TArray)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & SourceTextures, const [TArray](API\Runtime\Core\C...
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UUDIMTextureFunctionLibrary::UUDIMTextureFunctionLibrary
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
UnrealEd
UUDIMTextureFunctionLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UUDIMTextureFunctionLibrary
/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
UnrealEd
class UUDIMTextureFunctionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
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UVariableFrameStrippingSettingsFactory::FactoryCreateNew
/Engine/Source/Editor/UnrealEd/Classes/Factories/VariableFrameStrippingSettingsFactory.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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UVariableFrameStrippingSettingsFactory::UVariableFrameStrippingSettingsFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/VariableFrameStrippingSettingsFactory.h
UnrealEd
UVariableFrameStrippingSettingsFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UVariableFrameStrippingSettingsFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/VariableFrameStrippingSettingsFactory.h
UnrealEd
class UVariableFrameStrippingSettingsFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
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UVectorFieldStaticFactory::FactoryCanImport
/Engine/Source/Editor/UnrealEd/Classes/Factories/VectorFieldStaticFactory.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 )
[]
UVectorFieldStaticFactory::FactoryCreateBinary
/Engine/Source/Editor/UnrealEd/Classes/Factories/VectorFieldStaticFactory.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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UVectorFieldStaticFactory::UVectorFieldStaticFactory
/Engine/Source/Editor/UnrealEd/Classes/Factories/VectorFieldStaticFactory.h
UnrealEd
UVectorFieldStaticFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]