UActorFactoryStaticMesh

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

UnrealEd

Header

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

Include

#include "ActorFactories/ActorFactoryStaticMesh.h"

Syntax

class UActorFactoryStaticMesh : public UActorFactory

Constructors

Name Description

Public function

UActorFactoryStaticMesh

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UActorFactory

Name Description

Public function Virtual Const

FQuat

 

AlignObjectToSurfaceNormal

(
    const FVector& InSurfaceNormal,
    const FQuat& ActorRotation
)

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

Public function Virtual

bool

 

CanCreateActorFrom

(
    const FAssetData& AssetData,
    FText& OutErrorMsg
)

Public function Virtual

UObject *...

 

GetAssetFromActorInstance

(
    AActor* ActorInstance
)

Given an instance of an actor, find the wrapped asset object which can be used to create a valid FAssetData.

Public function Virtual

void

 

PostCreateBlueprint

(
    UObject* Asset,
    AActor* CDO
)

Override this in derived factory classes if needed.

Public 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()!