// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "ActorFactories/ActorFactory.h" #include "ActorFactoryClass.generated.h" class AActor; struct FAssetData; class ULevel; struct FActorSpawnParameters; UCLASS(MinimalAPI, config = Editor, collapsecategories, hidecategories = Object) class UActorFactoryClass: 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 protected: virtual AActor* SpawnActor(UObject* Asset, ULevel* InLevel, const FTransform& Transform, const FActorSpawnParameters& InSpawnParams) override; };