FActorFactoryAssetProxy::AddActorFromSelection

Places an actor instance using the factory appropriate for the type of asset using the current object selection as the asset

Windows
MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h

Include

#include "AssetSelection.h"

Source

/Engine/Source/Editor/UnrealEd/Private/AssetSelection.cpp

Syntax

static AActor * AddActorFromSelection
(
    UClass * ActorClass,
    const FVector * ActorLocation,
    bool SelectActor,
    EObjectFlags ObjectFlags,
    UActorFactory * ActorFactory,
    const FName Name
)

Remarks

Places an actor instance using the factory appropriate for the type of asset using the current object selection as the asset

Returns

the actor that was created by the factory, or NULL if there aren't any factories for this asset (or the actor couldn't be created for some other reason)

Parameters

Parameter

Description

ActorClass

The type of actor to create

ActorLocation

specify null to position the actor at the mouse location, otherwise it will be placed at the origin.

ObjectFlags

The object flags to place on the actor when it is spawned

FactoryToUse

optional actor factory to use to create the actor; if not specified, the highest priority factory that is valid will be used

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss