// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "ActorFactories/ActorFactory.h" #include "ActorFactoryLevelSequence.generated.h" class AActor; struct FActorSpawnParameters; struct FAssetData; class ULevel; UCLASS() class UActorFactoryLevelSequence: public UActorFactory { GENERATED_UCLASS_BODY() // Begin UActorFactory Interface virtual AActor* SpawnActor(UObject* InAsset, ULevel* InLevel, const FTransform& InTransform, const FActorSpawnParameters& InSpawnParams) override; virtual bool CanCreateActorFrom(const FAssetData& AssetData, FText& OutErrorMsg) override; virtual UObject* GetAssetFromActorInstance(AActor* ActorInstance) override; // End UActorFactory Interface };