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API > API/Plugins > API/Plugins/CustomizableObjectEditor > API/Plugins/CustomizableObjectEditor/MuCOE
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorFactory
- UCustomizableObjectInstanceFactory
References
| Module | CustomizableObjectEditor |
| Header | /Engine/Plugins/Experimental/Mutable/Source/CustomizableObjectEditor/Classes/MuCOE/CustomizableObjectInstanceFactory.h |
| Include | #include "MuCOE/CustomizableObjectInstanceFactory.h" |
Syntax
UCLASS&40;MinimalAPI, Config&61;Editor&41;
class UCustomizableObjectInstanceFactory : public UActorFactory
Constructors
| Type | Name | Description | |
|---|---|---|---|
UCustomizableObjectInstanceFactory
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| int32 | GetNumberOfComponents
(
UCustomizableObjectInstance* COInstance |
||
| USkeletalMesh * | GetSkeletalMeshFromAsset
(
UObject* Asset, |
Overridden from UActorFactory
| Type | Name | Description | |
|---|---|---|---|
| FQuat | AlignObjectToSurfaceNormal
(
const FVector& InSurfaceNormal, |
Return a quaternion which aligns this actor type to the specified surface normal | |
| bool | CanCreateActorFrom
(
const FAssetData& AssetData, |
||
| UObject * | GetAssetFromActorInstance
(
AActor* ActorInstance |
Given an instance of an actor, find the wrapped asset object which can be used to create a valid FAssetData. | |
| void | PostCreateBlueprint
(
UObject* Asset, |
Override this in derived factory classes if needed. | |
| 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()! |