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Module |
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Header |
/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h |
Include |
#include "ActorFactories/ActorFactory.h" |
class UActorFactory :
public UObject,
public IAssetFactoryInterface
Name | Description | ||
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uint32: 1 |
bShowInEditorQuickMenu |
Whether to appear in the editor add actor quick menu |
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uint32: 1 |
bUsePlacementExtent |
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uint32: 1 |
bUseSurfaceOrientation |
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DisplayName |
Name used as basis for 'New Actor' menu. |
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MenuPriority |
Indicates how far up the menu item should be. The higher the number, the higher up the list. |
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TSubclassOf< AA... |
NewActorClass |
AActor subclass this ActorFactory creates. |
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NewActorClassName |
Name of actor subclass this actorfactory creates - dynamically loaded. Overrides NewActorClass. |
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SpawnPositionOffset |
Translation applied to the spawn position. |
Name | Description | |
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UActorFactory ( |
Name | Description | ||
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AlignObjectToSurfaceNormal |
Return a quaternion which aligns this actor type to the specified surface normal |
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CanCreateActorFrom ( |
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AActor * |
CreateActor ( |
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UObject *... |
GetAssetFromActorInstance ( |
Given an instance of an actor, find the wrapped asset object which can be used to create a valid FAssetData. |
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AActor * |
GetDefaultActor ( |
Initialize NewActorClass if necessary, and return default actor for that class. |
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UClass * |
GetDefaultActorClass ( |
Initialize NewActorClass if necessary, and return that class. |
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GetDefaultActorLabel ( |
Get the default label that should be used for the actor spawned by the given asset (does not include any numeric suffix). |
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GetDisplayName() |
Name to put on context menu. |
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PostCreateBlueprint |
Override this in derived factory classes if needed. |
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PostSpawnActor |
Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also override PostCreateBlueprint()! |
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PreSpawnActor ( |
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AActor * |
SpawnActor ( |
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ULevel * |
ValidateSpawnActorLevel ( |
Validates the input params for SpawnActor and returns the appropriate level to use depending on whether InLevel and/or InSpawnParams.OverrideLevel is passed : |
Name | Description | ||
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BeginPlacement ( |
Sets up any states that the factory needs to track across a placement call. |
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CanPlaceElementsFromAssetData ( |
Given an FAssetData, determine if this asset factory can place any elements. |
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EndPlacement ( |
Tears down any state, or kicks off any rebuilds of data that this asset type may need. |
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UInstancedPl... |
FactorySettingsObjectForPlacement ( |
Returns the settings object which this factory will use to customize placement settings, based on the given placement information. |
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GetAssetDataFromElementHandle ( |
Given an FTypedElementHandle, attempt to resolve the handle to the FAssetData which may have placed it. |
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PlaceAsset ( |
Places the asset. |
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PostPlaceAsset ( |
Finalizes any placed elements based on adjustments the factory may need to do. |
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PrePlaceAsset ( |
Performs any final tweaking of the PlacementInfo that the asset factory may need to do. |
Name | Description | ||
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AActor * |
CreateActor ( |
This function has been deprecated in favor of the other version that takes a FActorSpawnParameters in parameter |
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UBlueprint &... |
CreateBlueprint |
This function is no longer used. See FKismetEditorUtilities::CreateBlueprint. |
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AActor * |
SpawnActor ( |
This function has been deprecated in favor of the other version that takes a FActorSpawnParameters in parameter |