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API > API/Editor > API/Editor/EditorFramework > API/Editor/EditorFramework/Factories
Inheritance Hierarchy
- IAssetFactoryInterface
- UActorFactory
- UActorFactoryAmbientSound
- UActorFactoryBlueprint
- UActorFactoryBoxReflectionCapture
- UActorFactoryCameraActor
- UActorFactoryCharacter
- UActorFactoryClass
- UActorFactoryDatasmithScene
- UActorFactoryDeferredDecal
- UActorFactoryDirectionalLight
- UActorFactoryEmitter
- UActorFactoryEmptyActor
- UActorFactoryPawn
- UActorFactoryExponentialHeightFog
- UActorFactoryGeometryCache
- UActorFactoryLocalFogVolume
- UActorFactoryNote
- UActorFactoryPhysicsAsset
- UActorFactoryPlanarReflection
- UActorFactoryPlaneReflectionCapture
- UActorFactoryPlayerStart
- UActorFactoryPointLight
- UActorFactoryRectLight
- UActorFactoryRuntimeVirtualTextureVolume
- UActorFactorySkeletalMesh
- UActorFactoryAnimationAsset
- UActorFactorySkyAtmosphere
- UActorFactorySkyLight
- UActorFactorySphereReflectionCapture
- UActorFactorySpotLight
- UActorFactoryStaticMesh
- UActorFactoryBasicShape
- UActorFactoryInteractiveFoliage
- UActorFactoryTargetPoint
- UActorFactoryTextRender
- UActorFactoryTriggerBox
- UActorFactoryTriggerCapsule
- UActorFactoryTriggerSphere
- UActorFactoryVectorFieldVolume
- UActorFactoryVolume
- UActorFactoryBoxVolume
- UActorFactoryCylinderVolume
- UActorFactorySphereVolume
- UActorFactoryVolumetricCloud
- UCEClonerActorFactory
- UCEEffectorActorFactory
- UGroomActorFactory
- USVGActorFactory
References
| Module | EditorFramework |
| Header | /Engine/Source/Editor/EditorFramework/Public/Factories/AssetFactoryInterface.h |
| Include | #include "Factories/AssetFactoryInterface.h" |
Syntax
class IAssetFactoryInterface
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPlacement
(
const FPlacementOptions& InPlacementOptions |
Sets up any states that the factory needs to track across a placement call. | |
| bool | CanPlaceElementsFromAssetData
(
const FAssetData& InAssetData |
Given an FAssetData, determine if this asset factory can place any elements. | |
| void | EndPlacement
(
TArrayView< const FTypedElementHandle > InPlacedElements, |
Tears down any state, or kicks off any rebuilds of data that this asset type may need. | |
| UInstancedPlacemenClientSettings * | FactorySettingsObjectForPlacement
(
const FAssetData& InAssetData, |
Returns the settings object which this factory will use to customize placement settings, based on the given placement information. | |
| FAssetData | GetAssetDataFromElementHandle
(
const FTypedElementHandle& InHandle |
Given an FTypedElementHandle, attempt to resolve the handle to the FAssetData which may have placed it. | |
| TArray< FTypedElementHandle > | PlaceAsset
(
const FAssetPlacementInfo& InPlacementInfo, |
Places the asset. | |
| void | PostPlaceAsset
(
TArrayView< const FTypedElementHandle > InHandle, |
Finalizes any placed elements based on adjustments the factory may need to do. | |
| bool | PrePlaceAsset
(
FAssetPlacementInfo& InPlacementInfo, |
Performs any final tweaking of the PlacementInfo that the asset factory may need to do. |