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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/ActorFactories
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorFactory
- UActorFactorySkeletalMesh
- UActorFactoryAnimationAsset
References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Classes/ActorFactories/ActorFactorySkeletalMesh.h |
| Include | #include "ActorFactories/ActorFactorySkeletalMesh.h" |
Syntax
class UActorFactorySkeletalMesh : public UActorFactory
Variables
| Type | Name | Description | |
|---|---|---|---|
| UClass * | ClassUsedForDelegate |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UActorFactorySkeletalMesh
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| USkeletalMesh * | GetSkeletalMeshFromAsset
(
UObject* Asset |
||
| void | RegisterDelegatesForAssetClass
(
UClass* InAssetClass, |
Adds support for customizing the actor spawning given a set of delegates. | |
| void | UnregisterDelegatesForAssetClass
(
UClass* InAssetClass |
Removes the registered customization for actor spawning |
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, |
||
| 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()! |
Constants
| Name | Description |
|---|---|
| GetSkeletalMeshDelegates | |
| PostSkeletalMeshActorSpawnedDelegates |