/*============================================================================= Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. =============================================================================*/ class SpeedTreeActorFactory extends ActorFactory config(Editor) native(SpeedTree); 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. * 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 = FALSE ); virtual void AutoFillFields(class USelection* Selection); virtual FString GetMenuName(); } var() SpeedTree SpeedTree; defaultproperties { MenuName = "Add SpeedTree" NewActorClass = class'Engine.SpeedTreeActor' }