1
0
KF2-Dev-Scripts/Engine/Classes/ActorFactoryFlex.uc

36 lines
1.2 KiB
Ucode
Raw Permalink Normal View History

2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2012 Epic Games, Inc. All Rights Reserved.
*/
class ActorFactoryFlex extends ActorFactory
config(Editor)
collapsecategories
hidecategories(Object)
native;
var() StaticMesh StaticMesh;
cpptext
{
virtual AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData );
/**
* If the ActorFactory thinks it could create an Actor with the current settings.
* Can Used to determine if we should add to context menu or if the factory can be used for drag and drop.
*
* @param OutErrorMsg Receives localized error string name if returning FALSE.
* @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
* @return True if the actor can be created with this factory
*/
virtual UBOOL CanCreateActor( FString& OutErrorMsg, UBOOL bFromAssetOnly = FALSE );
virtual void AutoFillFields(class USelection* Selection);
virtual FString GetMenuName();
}
defaultproperties
{
MenuName="Add FlexActor"
NewActorClass=class'Engine.FlexActor'
}