UActorFactorySkeletalMesh

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkeletalMesh.h

Include

#include "ActorFactories/ActorFactorySkeletalMesh.h"

Syntax

class UActorFactorySkeletalMesh : public UActorFactory

Variables

Name Description

Protected variable

UClass *

 

ClassUsedForDelegate

Constructors

Name Description

Public function

UActorFactorySkeletalMesh

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function Virtual

USkeletalMes...

 

GetSkeletalMeshFromAsset

(
    UObject* Asset
)

Public function Static

void

 

RegisterDelegatesForAssetClass

(
    UClass* InAssetClass,
    FGetSkeletalMeshFromAssetDelegate G...,
    FPostSkeletalMeshActorSpawnedDelega...
)

Adds support for customizing the actor spawning given a set of delegates.

Public function Static

void

 

UnregisterDelegatesForAssetClass

(
    UClass* InAssetClass
)

Removes the registered customization for actor spawning

Overridden from UActorFactory

Name Description

Protected function Virtual Const

FQuat

 

AlignObjectToSurfaceNormal

(
    const FVector& InSurfaceNormal,
    const FQuat& ActorRotation
)

Return a quaternion which aligns this actor type to the specified surface normal

Protected function Virtual

bool

 

CanCreateActorFrom

(
    const FAssetData& AssetData,
    FText& OutErrorMsg
)

Protected function Virtual

void

 

PostCreateBlueprint

(
    UObject* Asset,
    AActor* CDO
)

Override this in derived factory classes if needed.

Protected function Virtual

void

 

PostSpawnActor

(
    UObject* Asset,
    AActor* NewActor
)

Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also override PostCreateBlueprint()!

Constants