26 lines
891 B
C++
26 lines
891 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "ActorFactories/ActorFactory.h"
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#include "ActorFactoryStaticMesh.generated.h"
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class AActor;
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struct FAssetData;
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UCLASS(MinimalAPI, config = Editor)
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class UActorFactoryStaticMesh: public UActorFactory
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{
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GENERATED_UCLASS_BODY()
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//~ Begin UActorFactory Interface
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virtual bool CanCreateActorFrom(const FAssetData& AssetData, FText& OutErrorMsg) override;
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virtual void PostSpawnActor(UObject* Asset, AActor* NewActor) override;
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virtual void PostCreateBlueprint(UObject* Asset, AActor* CDO) override;
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virtual UObject* GetAssetFromActorInstance(AActor* ActorInstance) override;
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virtual FQuat AlignObjectToSurfaceNormal(const FVector& InSurfaceNormal, const FQuat& ActorRotation) const override;
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//~ End UActorFactory Interface
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};
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