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| Name | FActorFactoryAssetProxy |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/AssetSelection.h |
| Include Path | #include "AssetSelection.h" |
Syntax
class FActorFactoryAssetProxy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActorFactoryAssetProxy() |
ConstructorPrivate, as this class is [currently] not intended to be instantiated | AssetSelection.h |
Structs
| Name | Remarks |
|---|---|
| FMenuItem | Information about an add actor menu item |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static AActor * AddActorForAsset
(
UObject* AssetObj, |
Places an actor instance using the factory appropriate for the type of asset | AssetSelection.h | |
static AActor * AddActorFromSelection
(
UClass* ActorClass, |
Places an actor instance using the factory appropriate for the type of asset using the current object selection as the asset | AssetSelection.h | |
static bool ApplyMaterialToActor
(
AActor* TargetActor, |
Attempts to apply the material to the specified actor. | AssetSelection.h | |
static void GenerateActorFactoryMenuItems
(
const FAssetData& AssetData, |
Builds a list of strings for populating the actor factory context menu items. | AssetSelection.h | |
static UActorFactory * GetFactoryForAsset
(
const FAssetData& DropData, |
Find the appropriate actor factory for an asset by type. | AssetSelection.h | |
static UActorFactory * GetFactoryForAssetObject
(
UObject* AssetObj |
Find the appropriate actor factory for an asset. | AssetSelection.h | |
static bool IsActorValidForMaterialApplication
(
AActor* TargetActor |
Determines if the provided actor is capable of having a material applied to it. | AssetSelection.h |