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API > API/Editor > API/Editor/EditorFramework
| Name | IAssetFactoryInterface |
| Type | class |
| Header File | /Engine/Source/Editor/EditorFramework/Public/Factories/AssetFactoryInterface.h |
| Include Path | #include "Factories/AssetFactoryInterface.h" |
Syntax
class IAssetFactoryInterface
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BeginPlacement
(
const FPlacementOptions& InPlacementOptions |
Sets up any states that the factory needs to track across a placement call. | Factories/AssetFactoryInterface.h | |
bool CanPlaceElementsFromAssetData
(
const FAssetData& InAssetData |
Given an FAssetData, determine if this asset factory can place any elements. | Factories/AssetFactoryInterface.h | |
void EndPlacement
(
TArrayView< const FTypedElementHandle > InPlacedElements, |
Tears down any state, or kicks off any rebuilds of data that this asset type may need. | Factories/AssetFactoryInterface.h | |
UInstancedPlacemenClientSettings * FactorySettingsObjectForPlacement
(
const FAssetData& InAssetData, |
Returns the settings object which this factory will use to customize placement settings, based on the given placement information. | Factories/AssetFactoryInterface.h | |
FAssetData GetAssetDataFromElementHandle
(
const FTypedElementHandle& InHandle |
Given an FTypedElementHandle, attempt to resolve the handle to the FAssetData which may have placed it. | Factories/AssetFactoryInterface.h | |
TArray< FTypedElementHandle > PlaceAsset
(
const FAssetPlacementInfo& InPlacementInfo, |
Places the asset. | Factories/AssetFactoryInterface.h | |
void PostPlaceAsset
(
TArrayView< const FTypedElementHandle > InHandle, |
Finalizes any placed elements based on adjustments the factory may need to do. | Factories/AssetFactoryInterface.h | |
bool PrePlaceAsset
(
FAssetPlacementInfo& InPlacementInfo, |
Performs any final tweaking of the PlacementInfo that the asset factory may need to do. | Factories/AssetFactoryInterface.h |