// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "ActorFactories/ActorFactory.h" #include "ActorFactoryBlueprint.generated.h" class AActor; struct FAssetData; UCLASS(config = Editor, collapsecategories, hidecategories = Object) class UNREALED_API UActorFactoryBlueprint: public UActorFactory { GENERATED_UCLASS_BODY() //~ Begin UActorFactory Interface virtual bool PreSpawnActor(UObject* Asset, FTransform& InOutLocation) override; virtual bool CanCreateActorFrom(const FAssetData& AssetData, FText& OutErrorMsg) override; virtual AActor* GetDefaultActor(const FAssetData& AssetData) override; //~ End UActorFactory Interface };