FActorFactoryAssetProxy

Windows
MacOS
Linux

References

Module

UnrealEd

Header

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

Include

#include "AssetSelection.h"

Syntax

class FActorFactoryAssetProxy

Constructors

No constructors are accessible with public or protected access.

Functions

Name Description

Public function Static

AActor *

 

AddActorForAsset

(
    UObject* AssetObj,
    bool SelectActor,
    EObjectFlags ObjectFlags,
    UActorFactory* FactoryToUse,
    const FName Name
)

Places an actor instance using the factory appropriate for the type of asset

Public function Static

AActor *

 

AddActorFromSelection

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

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

Public function Static

bool

 

ApplyMaterialToActor

(
    AActor* TargetActor,
    UMaterialInterface* MaterialTo...,
    int32 OptionalMaterialSlot
)

Attempts to apply the material to the specified actor.

Public function Static

void

 

GenerateActorFactoryMenuItems

(
    const FAssetData& AssetData,
    TArray< FMenuItem >* OutMenuIt...,
    bool ExcludeStandAloneFactories
)

Builds a list of strings for populating the actor factory context menu items.

Public function Static

UActorFactor...

 

GetFactoryForAsset

(
    const FAssetData& DropData,
    bool bRequireValidObject
)

Find the appropriate actor factory for an asset by type.

Public function Static

UActorFactor...

 

GetFactoryForAssetObject

(
    UObject* AssetObj
)

Find the appropriate actor factory for an asset.

Public function Static

bool

 

IsActorValidForMaterialApplication

(
    AActor* TargetActor
)

Determines if the provided actor is capable of having a material applied to it.

Classes

Name

Description

Public struct

FMenuItem

Information about an add actor menu item

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