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Unreal Engine C++ API Reference > Editor > UnrealEd > ActorFactories > UActorFactory
- UActorFactory::PostCreateBlueprint()
- UTileMapActorFactory::PostCreateBlueprint()
- UTerrainSplineActorFactory::PostCreateBlueprint()
- UPaperSpriteActorFactory::PostCreateBlueprint()
- UPaperFlipbookActorFactory::PostCreateBlueprint()
- UActorFactoryGeometryCache::PostCreateBlueprint()
- UActorFactoryNiagara::PostCreateBlueprint()
- UActorFactoryEmitter::PostCreateBlueprint()
- UCustomizableObjectInstanceFactory::PostCreateBlueprint()
- UGroomActorFactory::PostCreateBlueprint()
- UActorFactoryStaticMesh::PostCreateBlueprint()
- UActorFactoryPhysicsAsset::PostCreateBlueprint()
- UActorFactoryAnimationAsset::PostCreateBlueprint()
- UActorFactoryDeferredDecal::PostCreateBlueprint()
- UActorFactoryAmbientSound::PostCreateBlueprint()
- UActorFactorySkeletalMesh::PostCreateBlueprint()
- UActorFactoryAnimationAsset::PostCreateBlueprint()
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h |
Include | #include "ActorFactories/ActorFactory.h" |
Source | /Engine/Source/Editor/UnrealEd/Private/Factories/ActorFactory.cpp |
virtual void PostCreateBlueprint
&40;
UObject &42; Asset,
AActor &42; CDO
&41;
Remarks
Override this in derived factory classes if needed. This is called after a blueprint is created by this factory to update the blueprint's CDO properties with state from the asset for this factory. IMPORTANT: If you override this, you should usually also override PostSpawnActor()!