60 lines
2.2 KiB
Ucode
60 lines
2.2 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class ActorFactoryDecal extends ActorFactory
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config(Editor)
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native(Decal);
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cpptext
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{
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/**
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* Called to create an actor at the supplied location/rotation
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*
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* @param Location Location to create the actor at
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* @param Rotation Rotation to create the actor with
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* @param ActorFactoryData Kismet object which spawns actors, could potentially have settings to use/override
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*
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* @return The newly created actor, NULL if it could not be created
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*/
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virtual AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData );
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/**
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* If the ActorFactory thinks it could create an Actor with the current settings.
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* Can Used to determine if we should add to context menu or if the factory can be used for drag and drop.
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*
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* @param OutErrorMsg Receives localized error string name if returning FALSE.
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* @param bFromAssetOnly If true, the actor factory will check that a valid asset has been assigned from selection. If the factory always requires an asset to be selected, this param does not matter
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* @return True if the actor can be created with this factory
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*/
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virtual UBOOL CanCreateActor(FString& OutErrorMsg, UBOOL bFromAssetOnly = FALSE);
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/**
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* Fill the data fields of this actor with the current selection
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*
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* @param Selection Selection to use to fill this actor's data fields with
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*/
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virtual void AutoFillFields(class USelection* Selection);
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/**
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* Returns the name this factory should show up as in a context-sensitive menu
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*
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* @return Name this factory should show up as in a menu
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*/
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virtual FString GetMenuName();
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/**
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* Clears references to resources [usually set by the call to AutoFillFields] when the factory has done its work. The default behavior
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* (which is to call AutoFillFields() with an empty selection set) should be sufficient for most factories, but this method is provided
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* to allow customized behavior.
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*/
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virtual void ClearFields();
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}
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var() MaterialInterface DecalMaterial;
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defaultproperties
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{
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MenuName="Add Decal"
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NewActorClass=class'Engine.DecalActor'
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}
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