// Copyright Epic Games, Inc. All Rights Reserved. #include "Factories/CompositeCurveTableFactory.h" #include "Engine/CompositeCurveTable.h" UCompositeCurveTableFactory::UCompositeCurveTableFactory(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { SupportedClass = UCompositeCurveTable::StaticClass(); bCreateNew = true; bEditAfterNew = true; } UObject* UCompositeCurveTableFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) { UCurveTable* CurveTable = nullptr; if (ensure(SupportedClass == Class)) { ensure(0 != (RF_Public & Flags)); CurveTable = MakeNewCurveTable(InParent, Name, Flags); } return CurveTable; } UCurveTable* UCompositeCurveTableFactory::MakeNewCurveTable(UObject* InParent, FName Name, EObjectFlags Flags) { return NewObject(InParent, Name, Flags); }