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Unreal Engine C++ API Reference > Editor > UnrealEd > ActorFactories
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorFactory
- UActorFactorySkeletalMesh
- UActorFactoryAnimationAsset
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAnimationAsset.h |
Include | #include "ActorFactories/ActorFactoryAnimationAsset.h" |
Syntax
class UActorFactoryAnimationAsset : public UActorFactorySkeletalMesh
Constructors
Type | Name | Description | |
---|---|---|---|
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UActorFactoryAnimationAsset
(
const FObjectInitializer& ObjectInitializer |
Overridden from UActorFactorySkeletalMesh
Type | Name | Description | |
---|---|---|---|
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USkeletalMesh * | GetSkeletalMeshFromAsset
(
UObject* Asset |
Overridden from UActorFactory
Type | Name | Description | |
---|---|---|---|
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bool | CanCreateActorFrom
(
const FAssetData& AssetData, |
|
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UObject * | GetAssetFromActorInstance
(
AActor* ActorInstance |
Given an instance of an actor, find the wrapped asset object which can be used to create a valid FAssetData. |
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void | PostCreateBlueprint
(
UObject* Asset, |
Override this in derived factory classes if needed. |
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void | PostSpawnActor
(
UObject* Asset, |
Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also override PostCreateBlueprint()! |