/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ActorFactoryDecal extends ActorFactory config(Editor) native(Decal); cpptext { /** * Called to create an actor at the supplied location/rotation * * @param Location Location to create the actor at * @param Rotation Rotation to create the actor with * @param ActorFactoryData Kismet object which spawns actors, could potentially have settings to use/override * * @return The newly created actor, NULL if it could not be created */ 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); /** * Fill the data fields of this actor with the current selection * * @param Selection Selection to use to fill this actor's data fields with */ virtual void AutoFillFields(class USelection* Selection); /** * Returns the name this factory should show up as in a context-sensitive menu * * @return Name this factory should show up as in a menu */ virtual FString GetMenuName(); /** * Clears references to resources [usually set by the call to AutoFillFields] when the factory has done its work. The default behavior * (which is to call AutoFillFields() with an empty selection set) should be sufficient for most factories, but this method is provided * to allow customized behavior. */ virtual void ClearFields(); } var() MaterialInterface DecalMaterial; defaultproperties { MenuName="Add Decal" NewActorClass=class'Engine.DecalActor' }