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Unreal Engine C++ API Reference > Editor > UnrealEd > ActorFactories
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorFactory
- UActorFactoryStaticMesh
- UActorFactoryBasicShape
- UActorFactoryInteractiveFoliage
References
Module | UnrealEd |
Header | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryStaticMesh.h |
Include | #include "ActorFactories/ActorFactoryStaticMesh.h" |
Syntax
class UActorFactoryStaticMesh : public UActorFactory
Constructors
Type | Name | Description | |
---|---|---|---|
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UActorFactoryStaticMesh
(
const FObjectInitializer& ObjectInitializer |
Overridden from UActorFactory
Type | Name | Description | |
---|---|---|---|
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FQuat | AlignObjectToSurfaceNormal
(
const FVector& InSurfaceNormal, |
Return a quaternion which aligns this actor type to the specified surface normal |
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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()! |