/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class Prefab extends Object native(Prefab); /** Version number of this prefab. */ var const int PrefabVersion; /** Array of archetypes, one for each object in the prefab. */ var const array PrefabArchetypes; /** Array of archetypes that used to be in this Prefab, but no longer are. */ var const array RemovedArchetypes; /** The Kismet sequence that associated with this Prefab. */ var const PrefabSequence PrefabSequence; /** Snapshot of Prefab used for thumbnail in the browser. */ var editoronly const Texture2D PrefabPreview; cpptext { // UObject interface /** * Returns a one line description of an object for viewing in the thumbnail view of the generic browser */ virtual FString GetDesc(); /** * Called after the data for this prefab has been loaded from disk. Removes any NULL elements from the PrefabArchetypes array. */ virtual void PostLoad(); // Prefab interface /** * Fixes up object references within a group of archetypes. For any references which refer * to an actor from the original set, replaces that reference with a reference to the archetype * class itself. * * @param ArchetypeBaseMap map of original actor instances to archetypes * @param bNullPrivateRefs should we null references to any private objects */ static void ResolveInterDependencies( TMap& ArchetypeBaseMap, UBOOL bNullPrivateRefs ); /** Utility for copying a USequence from the level into a Prefab in a package, including fixing up references. */ void CopySequenceIntoPrefab(USequence* InPrefabSeq, TMap& InstanceToArchetypeMap); }