Language:
Discover
By Skill Level
By Category

FActorFactoryAssetProxy

Choose your OS:

Syntax

class FActorFactoryAssetProxy

Constructors

No constructors are accessible with public or protected access.

Functions

Name Description

Public function Static

AActor *

 

AddActorForAsset

(
    UObject * AssetObj,
    bool SelectActor,
    EObjectFlags ObjectFlags,
    UActorFactory * FactoryToUse,
    const FName Name
)

Places an actor instance using the factory appropriate for the type of asset

Public function Static

AActor *

 

AddActorFromSelection

(
    UClass * ActorClass,
    const FVector * ActorLocation,
    bool SelectActor,
    EObjectFlags ObjectFlags,
    UActorFactory * ActorFactory,
    const FName Name
)

Places an actor instance using the factory appropriate for the type of asset using the current object selection as the asset

Public function Static

bool

 

ApplyMaterialToActor

(
    AActor * TargetActor,
    UMaterialInterface * MaterialTo...,
    int32 OptionalMaterialSlot
)

Attempts to apply the material to the specified actor.

Public function Static

void

 

GenerateActorFactoryMenuItems

(
    const FAssetData & AssetData,
    TArray < FMenuItem >* OutMenuIt...,
    bool ExcludeStandAloneFactories
)

Builds a list of strings for populating the actor factory context menu items.

Public function Static

UActorFactor ...

 

GetFactoryForAsset

(
    const FAssetData & DropData,
    bool bRequireValidObject
)

Find the appropriate actor factory for an asset by type.

Public function Static

UActorFactor ...

 

GetFactoryForAssetObject

(
    UObject * AssetObj
)

Find the appropriate actor factory for an asset.

Public function Static

bool

 

IsActorValidForMaterialApplication

(
    AActor * TargetActor
)

Determines if the provided actor is capable of having a material applied to it.

Classes

Name

Description

Public struct

FMenuItem

Information about an add actor menu item

References

Module

UnrealEd

Header

Editor/UnrealEd/Public/AssetSelection.h