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| Name | UActorFactoryAnimationAsset |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactoryAnimationAsset.h |
| Include Path | #include "ActorFactories/ActorFactoryAnimationAsset.h" |
Syntax
UCLASS (MinimalAPI, Config=Editor, HideCategories=Object)
class UActorFactoryAnimationAsset : public UActorFactorySkeletalMesh
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorFactory → UActorFactorySkeletalMesh → UActorFactoryAnimationAsset
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UActorFactoryAnimationAsset
(
const FObjectInitializer& ObjectInitializer |
ActorFactories/ActorFactoryAnimationAsset.h |
Functions
Public
Protected
Overridden from UActorFactorySkeletalMesh
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual USkeletalMesh * GetSkeletalMeshFromAsset
(
UObject* Asset |
ActorFactories/ActorFactoryAnimationAsset.h |
Overridden from UActorFactory
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanCreateActorFrom
(
const FAssetData& AssetData, |
ActorFactories/ActorFactoryAnimationAsset.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/ActorFactoryAnimationAsset.h | |
| Subclasses may implement this to modify the actor after it has been spawned | ActorFactories/ActorFactoryAnimationAsset.h |