Navigation
API > API/Plugins > API/Plugins/IKRigEditor
| Name | UIKRigDefinitionFactory |
| Type | class |
| Header File | /Engine/Plugins/Animation/IKRig/Source/IKRigEditor/Public/RigEditor/IKRigDefinitionFactory.h |
| Include Path | #include "RigEditor/IKRigDefinitionFactory.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, HideCategories=Object)
class UIKRigDefinitionFactory : public UFactory
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UFactory → UIKRigDefinitionFactory
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UIKRigDefinitionFactory() |
RigEditor/IKRigDefinitionFactory.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UObject * FactoryCreateNew
(
UClass* Class, |
RigEditor/IKRigDefinitionFactory.h | ||
virtual FString GetDefaultNewAssetName() |
RigEditor/IKRigDefinitionFactory.h | ||
virtual FText GetDisplayName() |
RigEditor/IKRigDefinitionFactory.h | ||
virtual uint32 GetMenuCategories() |
RigEditor/IKRigDefinitionFactory.h | ||
virtual FText GetToolTip() |
RigEditor/IKRigDefinitionFactory.h | ||
virtual bool ShouldShowInNewMenu() |
RigEditor/IKRigDefinitionFactory.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Create a new IK Rig rig asset at a specified location in your project's content folder. | RigEditor/IKRigDefinitionFactory.h |
|