37 lines
1.3 KiB
Ucode
37 lines
1.3 KiB
Ucode
|
/**
|
||
|
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
||
|
*/
|
||
|
class ActorFactoryEmitter extends ActorFactory
|
||
|
config(Editor)
|
||
|
collapsecategories
|
||
|
hidecategories(Object)
|
||
|
native;
|
||
|
|
||
|
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();
|
||
|
}
|
||
|
|
||
|
var() ParticleSystem ParticleSystem;
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
MenuName="Add Emitter"
|
||
|
NewActorClass=class'Engine.Emitter'
|
||
|
GameplayActorClass=class'Engine.EmitterSpawnable'
|
||
|
}
|