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KF2-Dev-Scripts/Engine/Classes/ActorFactoryDecal.uc
2020-12-13 18:01:13 +03:00

60 lines
2.2 KiB
Ucode

/**
* 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'
}