UFactory

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UFactory

UAlembicImportFactory

UAnimBlueprintFactory

UAnimCompositeFactory

UAnimMontageFactory

UAnimSequenceFactory

UBehaviorTreeFactory

UBlackboardDataFactory

UBlendSpaceFactory1D

UAimOffsetBlendSpaceFactory1D

UBlendSpaceFactoryNew

UAimOffsetBlendSpaceFactoryNew

UBlueprintFactory

UBlueprintFunctionLibraryFactory

UBlueprintMacroFactory

UBlueprintInterfaceFactory

UCameraAnimFactory

UCanvasRenderTarget2DFactoryNew

UCSVImportFactory

UReimportCurveFactory

UReimportCurveTableFactory

UReimportDataTableFactory

UCurveFactory

UCurveFloatFactory

UCurveLinearColorFactory

UCurveVectorFactory

UCurveImportFactory

UDataAssetFactory

UDataTableFactory

UDestructibleMeshFactory

UReimportDestructibleMeshFactory

UDialogueVoiceFactory

UDialogueWaveFactory

UEditorUtilityBlueprintFactory

UEnumFactory

UEnvironmentQueryFactory

UFbxFactory

UReimportFbxAnimSequenceFactory

UReimportFbxSkeletalMeshFactory

UReimportFbxStaticMeshFactory

UFontFactory

UFontFileImportFactory

UForceFeedbackAttenuationFactory

UForceFeedbackEffectFactory

UHapticFeedbackEffectBufferFactory

UHapticFeedbackEffectCurveFactory

UHapticFeedbackEffectSoundWaveFactory

UInterpDataFactoryNew

ULevelFactory

ULightPropagationVolumeBlendableFactory

UMaterialFactoryNew

UMaterialFunctionFactoryNew

UMaterialInstanceConstantFactoryNew

UMaterialParameterCollectionFactoryNew

UModelFactory

UNiagaraEffectFactoryNew

UNiagaraEmitterFactoryNew

UNiagaraScriptFactoryNew

UObjectLibraryFactory

UPackageFactory

UPackFactory

UPaperFlipbookFactory

UPaperSpriteFactory

UPaperTiledImporterFactory

UPaperTileMapFactory

UPaperTileMapPromotionFactory

UPaperTileSetFactory

UParticleSystemFactoryNew

UPhysicalMaterialFactoryNew

UPolysFactory

UPoseAssetFactory

UPreviewMeshCollectionFactory

UReverbEffectFactory

USceneImportFactory

UFbxSceneImportFactory

UReimportFbxSceneFactory

USkeletonFactory

USlateBrushAssetFactory

USlateVectorArtDataFactory

USlateWidgetStyleAssetFactory

USoundAttenuationFactory

USoundClassFactory

USoundConcurrencyFactory

USoundCueFactoryNew

USoundFactory

UReimportSoundFactory

USoundMixFactory

USoundSourceEffectChainFactory

USoundSourceEffectFactory

USoundSubmixEffectFactory

USoundSubmixFactory

USoundSurroundFactory

UReimportSoundSurroundFactory

USpeedTreeImportFactory

UReimportSpeedTreeFactory

UStringTableFactory

UStructureFactory

USubsurfaceProfileFactory

USubUVAnimationFactory

UTexture2DFactoryNew

UTextureFactory

UReimportTextureFactory

UTrueTypeFontFactory

UTextureRenderTargetCubeFactoryNew

UTextureRenderTargetFactoryNew

UTouchInterfaceFactory

UVectorFieldStaticFactory

UReimportVectorFieldStaticFactory

UWidgetBlueprintFactory

UWorldFactory

Syntax

class UFactory : public UObject

Remarks

Base class for all factories An object responsible for creating and importing new objects.

Variables

Name Description

Public variable

const UAutomate ...

 

AutomatedImportData

Data for how to import files via the automated command line importing interface

Public variable

int32

 

AutoPriority

Determines the order in which factories are tried when importing an object.

Protected variable

uint32 : 1

 

bCreateNew

The default value to return from CanCreateNew()

Public variable

uint32 : 1

 

bEditAfterNew

True if the associated editor should be opened after creating a new object.

Public variable

uint32 : 1

 

bEditorImport

True if the factory imports objects from files.

Public variable

uint32 : 1

 

bText

True if the factory imports objects from text.

Public variable

TSubclassOf < UO ...

 

ContextClass

Class of the context object used to help create the object.

Public variable

TArray < FString ...

 

Formats

List of formats supported by the factory.

Public variable

int32

 

ImportPriority

Determines the order in which factories are tried when importing or reimporting an object.

Protected variable

int32

 

OverwriteYesOrNoToAllState

For interactive object imports, this value indicates whether the user wants objects to be automatically overwritten (See EAppReturnType), or -1 if the user should be prompted.

Public variable

TSubclassOf < UO ...

 

SupportedClass

The class manufactured by this factory.

Constructors

Name Description

Public function

UFactory

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Static

void

 

AddReferencedObjects

(
    UObject * InThis,
    FReferenceCollector & Collector
)

Public function Virtual

bool

 

CanCreateNew()

True if the factory can currently create a new object from scratch.

Public function Virtual

void

 

CleanUp()

Do clean up after importing is done. Will be called once for multi batch import.

Public function Virtual

bool

 

ConfigureProperties()

Opens a dialog to configure the factory properties.

Public function

UObject *...

 

CreateOrOverwriteAsset

(
    UClass * InClass,
    UObject * InParent,
    FName InName,
    EObjectFlags InFlags,
    UObject * InTemplate
)

Creates an asset if it doesn't exist.

Public function

void

 

DisplayOverwriteOptionsDialog

(
    const FText & Message
)

Pop up message to the user asking whether they wish to overwrite existing state or not.

Public function Virtual

bool

 

DoesSupportClass

(
    UClass * Class
)

True if it supports this class

Public function Virtual

bool

 

FactoryCanImport

(
    const FString & Filename
)

Whether the specified file can be imported by this factory.

Protected function Virtual

UObject *...

 

FactoryCreateBinary

(
    UClass * InClass,
    UObject * InParent,
    FName InName,
    EObjectFlags Flags,
    UObject * Context,
    const TCHAR * Type,
    const uint8 *& Buffer,
    const uint8 * BufferEnd,
    FFeedbackContext * Warn,
    bool& bOutOperationCanceled
)

Create a new object by importing it from a binary buffer (cancelable).

The new object.

Protected function Virtual

UObject *...

 

FactoryCreateBinary

(
    UClass * InClass,
    UObject * InParent,
    FName InName,
    EObjectFlags Flags,
    UObject * Context,
    const TCHAR * Type,
    const uint8 *& Buffer,
    const uint8 * BufferEnd,
    FFeedbackContext * Warn
)

Create a new object by importing it from a binary buffer.

The new object.

Public function Virtual

UObject *...

 

FactoryCreateFile

(
    UClass * InClass,
    UObject * InParent,
    FName InName,
    EObjectFlags Flags,
    const FString & Filename,
    const TCHAR * Parms,
    FFeedbackContext * Warn,
    bool& bOutOperationCanceled
)

Create a new object by importing it from a file name.

Public function Virtual

UObject *...

 

FactoryCreateNew

(
    UClass * InClass,
    UObject * InParent,
    FName InName,
    EObjectFlags Flags,
    UObject * Context,
    FFeedbackContext * Warn,
    FName CallingContext
)

Create a new object by class.

The new object.

Public function Virtual

UObject *...

 

FactoryCreateNew

(
    UClass * InClass,
    UObject * InParent,
    FName InName,
    EObjectFlags Flags,
    UObject * Context,
    FFeedbackContext * Warn
)

Create a new object by class.

The new object.

Protected function Virtual

UObject *...

 

FactoryCreateText

(
    UClass * InClass,
    UObject * InParent,
    FName InName,
    EObjectFlags Flags,
    UObject * Context,
    const TCHAR * Type,
    const TCHAR *& Buffer,
    const TCHAR * BufferEnd,
    FFeedbackContext * Warn
)

Create a new object by importing it from a text buffer.

The new object.

Public function Static

FString

 

GetCurrentFilename()

Get the name of the file currently being imported.

Public function Static

int32

 

GetDefaultImportPriority()

Get the default import priority for factories.

Public function Virtual

FString

 

GetDefaultNewAssetName()

Returns a new starting point name for newly created assets in the content browser

Public function Virtual

FText

 

GetDisplayName()

Returns the name of the factory for menus

Public function Static

FMD5Hash

 

GetFileHash()

Party code BEGIN SIMPLYGON

Public function Virtual

IImportSetti ...

 

GetImportSettingsParser()

The parser that is capable of parsing a json string of import settings for this factory

Public function Virtual

uint32

 

GetMenuCategories()

When shown in menus, this is the category containing this factory.

Public function Virtual

FName

 

GetNewAssetThumbnailOverride()

Returns an optional override brush name for the new asset menu.

Public function

UClass *

 

GetSupportedClass()

The object class supported by this factory.

Public function

void

 

GetSupportedFileExtensions

(
    TArray < FString >& OutExtensions
)

Creates a list of file extensions supported by this factory

Public function Virtual

FText

 

GetToolTip()

Returns the tooltip text description of this factory

Public function Virtual

FString

 

GetToolTipDocumentationExcerpt()

Returns the documentation excerpt that should be use for the rich tool tip for this factory

Public function Virtual

FString

 

GetToolTipDocumentationPage()

Returns the documentation page that should be use for the rich tool tip for this factory

Public function Virtual

UObject *...

 

ImportObject

(
    UClass * InClass,
    UObject * InOuter,
    FName InName,
    EObjectFlags Flags,
    const FString & Filename,
    const TCHAR * Parms,
    bool& OutCanceled
)

Public function Virtual

bool

 

ImportUntypedBulkDataFromText

(
    const TCHAR *& Buffer,
    FUntypedBulkData & BulkData
)

Public function

bool

 

IsAutomatedImport()

True if this factory is being used for automated import.

Public function

void

 

ResetState()

Party code END SIMPLYGON

Public function Virtual

UClass *

 

ResolveSupportedClass()

Resolves SupportedClass for factories which support multiple classes.

Public function

void

 

SetAutomatedAssetImportData

(
    const UAutomatedAssetImportData ...
)

Sets the automated import data being used with this factory

Public function Virtual

bool

 

ShouldShowInNewMenu()

Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

Public function Static

bool

 

SortFactoriesByPriority

(
    const UFactory & A,
    const UFactory & B
)

Helper function to sort an array of factories by their import priority - use as a predicate for Sort

Public function Static

UObject *...

 

StaticImportObject

(
    UClass * Class,
    UObject * InOuter,
    FName Name,
    EObjectFlags Flags,
    const TCHAR * Filename,
    UObject * Context,
    UFactory * Factory,
    const TCHAR * Parms,
    FFeedbackContext * Warn,
    int32 MaxImportFileSize
)

Public function Static

UObject *...

 

StaticImportObject

(
    UClass * Class,
    UObject * InOuter,
    FName Name,
    EObjectFlags Flags,
    bool& bOutOperationCanceled,
    const TCHAR * Filename,
    UObject * Context,
    UFactory * Factory,
    const TCHAR * Parms,
    FFeedbackContext * Warn,
    int32 MaxImportFileSize
)

Constants

Name

Description

bAllowOneTimeWarningMessages

Party code END SIMPLYGON

CurrentFilename

Name of the file currently being imported.

DefaultImportPriority

Party END SIMPLYGON

FileHash

Party code BEGIN SIMPLYGON

References

Module

UnrealEd

Header

Editor/UnrealEd/Classes/Factories/Factory.h