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| Name | UActorFactory |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactory.h |
| Include Path | #include "ActorFactories/ActorFactory.h" |
Syntax
UCLASS (CollapseCategories, HideCategories=Object, EditInlineNew, Config=Editor, Abstract,
Transient, MinimalAPI)
class UActorFactory :
public UObject ,
public IAssetFactoryInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorFactory
Implements Interfaces
Derived Classes
UActorFactory derived class hierarchy
- UActorFactoryAmbientSound
- UActorFactoryBlueprint
- UActorFactoryBoxReflectionCapture
- UActorFactoryCacheManager
- UActorFactoryCameraActor
- UActorFactoryCharacter
- UActorFactoryClass
- UActorFactoryDatasmithScene
- UActorFactoryDeferredDecal
- UActorFactoryDirectionalLight
- UActorFactoryEmitter
- UActorFactoryEmptyActor
- UActorFactoryExponentialHeightFog
- UActorFactoryGeometryCache
- UActorFactoryLocalFogVolume
- UActorFactoryNiagara
- UActorFactoryNote
- UActorFactoryPhysicsAsset
- UActorFactoryPlanarReflection
- UActorFactoryPlaneReflectionCapture
- UActorFactoryPlayerStart
- UActorFactoryPointLight
- UActorFactoryRectLight
- UActorFactoryRuntimeVirtualTextureVolume
- UActorFactorySkeletalMesh
- UActorFactorySkyAtmosphere
- UActorFactorySkyLight
- UActorFactorySphereReflectionCapture
- UActorFactorySpotLight
- UActorFactoryStaticMesh
- UActorFactoryTargetPoint
- UActorFactoryTextRender
- UActorFactoryTriggerBox
- UActorFactoryTriggerCapsule
- UActorFactoryTriggerSphere
- UActorFactoryVectorFieldVolume
- UActorFactoryVolume
- UActorFactoryVolumetricCloud
- UCEClonerActorFactory
- UCEEffectorActorFactory
- UCustomizableObjectInstanceFactory
- ULevelVariantSetsActorFactory
- USwitchActorFactory
- UActorFactoryEnvironmentQuery
- UGroomActorFactory
- UPaperFlipbookActorFactory
- UPaperSpriteActorFactory
- USVGActorFactory
- UTerrainSplineActorFactory
- UTileMapActorFactory
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UActorFactory
(
const FObjectInitializer& ObjectInitializer |
ActorFactories/ActorFactory.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bShouldAutoRegister | bool | Should this actor factory auto register with the editor factory system. | ActorFactories/ActorFactory.h |
|
| bShowInEditorQuickMenu | uint32 | Whether to appear in the editor add actor quick menu | ActorFactories/ActorFactory.h | |
| bUsePlacementExtent | uint32 | ActorFactories/ActorFactory.h | ||
| bUseSurfaceOrientation | uint32 | ActorFactories/ActorFactory.h | ||
| DisplayName | FText | Name used as basis for 'New Actor' menu. | ActorFactories/ActorFactory.h | |
| MenuPriority | int32 | Indicates how far up the menu item should be. The higher the number, the higher up the list. | ActorFactories/ActorFactory.h |
|
| NewActorClass | TSubclassOf< AActor > | AActor subclass this ActorFactory creates. | ActorFactories/ActorFactory.h | |
| NewActorClassName | FString | Name of actor subclass this actorfactory creates - dynamically loaded. Overrides NewActorClass. | ActorFactories/ActorFactory.h |
|
| SpawnPositionOffset | FVector | Translation applied to the spawn position. | ActorFactories/ActorFactory.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FQuat AlignObjectToSurfaceNormal
(
const FVector& InSurfaceNormal, |
Return a quaternion which aligns this actor type to the specified surface normal | ActorFactories/ActorFactory.h | |
virtual bool CanCreateActorFrom
(
const FAssetData& AssetData, |
ActorFactories/ActorFactory.h | ||
AActor * CreateActor
(
UObject* InAsset, |
Called to actual create an actor with the supplied transform (scale is ignored), using the properties in the ActorFactory | ActorFactories/ActorFactory.h | |
virtual UObject * GetAssetFromActorInstance
(
AActor* ActorInstance |
Given an instance of an actor, find the wrapped asset object which can be used to create a valid FAssetData. | ActorFactories/ActorFactory.h | |
virtual AActor * GetDefaultActor
(
const FAssetData& AssetData |
Initialize NewActorClass if necessary, and return default actor for that class. | ActorFactories/ActorFactory.h | |
virtual UClass * GetDefaultActorClass
(
const FAssetData& AssetData |
Initialize NewActorClass if necessary, and return that class. | ActorFactories/ActorFactory.h | |
FText GetDisplayName() |
Name to put on context menu. | ActorFactories/ActorFactory.h |
Overridden from IAssetFactoryInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlacement
(
const FPlacementOptions& InPlacementOptions |
ActorFactories/ActorFactory.h | ||
virtual bool CanPlaceElementsFromAssetData
(
const FAssetData& InAssetData |
ActorFactories/ActorFactory.h | ||
virtual void EndPlacement
(
TArrayView< const FTypedElementHandle > InPlacedElements, |
ActorFactories/ActorFactory.h | ||
virtual UInstancedPlacemenClientSettings * FactorySettingsObjectForPlacement
(
const FAssetData& InAssetData, |
ActorFactories/ActorFactory.h | ||
virtual FAssetData GetAssetDataFromElementHandle
(
const FTypedElementHandle& InHandle |
ActorFactories/ActorFactory.h | ||
virtual TArray< FTypedElementHandle > PlaceAsset
(
const FAssetPlacementInfo& InPlacementInfo, |
ActorFactories/ActorFactory.h | ||
virtual void PostPlaceAsset
(
TArrayView< const FTypedElementHandle > InHandle, |
ActorFactories/ActorFactory.h | ||
virtual bool PrePlaceAsset
(
FAssetPlacementInfo& InPlacementInfo, |
ActorFactories/ActorFactory.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetDefaultActorLabel
(
UObject* Asset |
Get the default label that should be used for the actor spawned by the given asset (does not include any numeric suffix). | ActorFactories/ActorFactory.h | |
| Subclasses may implement this to modify the actor after it has been spawned | ActorFactories/ActorFactory.h | ||
virtual bool PreSpawnActor
(
UObject* Asset, |
ActorFactories/ActorFactory.h | ||
virtual AActor * SpawnActor
(
UObject* InAsset, |
ActorFactories/ActorFactory.h | ||
ULevel * ValidateSpawnActorLevel
(
ULevel* InLevel, |
Validates the input params for SpawnActor and returns the appropriate level to use depending on whether InLevel and/or InSpawnParams.OverrideLevel is passed : | ActorFactories/ActorFactory.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void CreateBrushForVolumeActor
(
AVolume* NewActor, |
ActorFactories/ActorFactory.h |