/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ActorFactoryFogVolumeConstantDensityInfo extends ActorFactory config(Editor) native(FogVolume); cpptext { /** * If the ActorFactory thinks it could create an Actor with the current settings. * Used to determine if we should add to context menu for example. * * @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 */ virtual UBOOL CanCreateActor( FString& OutErrorMsg, UBOOL bFromAssetOnly ); virtual AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData ); virtual void AutoFillFields(class USelection* Selection); } var MaterialInterface SelectedMaterial; var bool bNothingSelected; defaultproperties { MenuName="Add FogVolumeConstantDensityInfo" NewActorClass=class'Engine.FogVolumeConstantDensityInfo' }