code: static [FFolder](API\Runtime\Engine\FFolder) GetActorDescFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * InActorDesc )


module: UnrealEd

code: virtual bool GetActorEditorContextDisplayInfo ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FActorEditorContextClientDisplayInfo](API\Editor\UnrealEd\FActorEditorContextClientDisplay-) & OutDiplayInfo ) const


code: [FFolder](API\Runtime\Engine\FFolder) GetActorEditorContextFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, bool bMustMatchCurrentLevel ) const


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetActorEditorContextWidget ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


description: Get an array of actors from a list of folders

code: static void GetActorsFromFolders ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InPaths, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InFolderRootObject )


code: static void GetActorsFromFolders ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InPaths, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InFolderRootObject )


description: Get a new default folder name that would apply to the current selection

code: [FFolder](API\Runtime\Engine\FFolder) GetDefaultFolderForSelection ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [TArray](API\Runtime\Core\Containers\TArray)< [FFolder](API\Runtime\Engine\FFolder) > * InSelectedFolders )


description: Deprecated* GetDefaultFolderName usingFNamehas been deprecated. Please use new interface usingFFolder.

code: [FName](API\Runtime\Core\UObject\FName) GetDefaultFolderName ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [FName](API\Runtime\Core\UObject\FName) ParentPath )


description: Get a default folder name under the specified parent path

code: [FFolder](API\Runtime\Engine\FFolder) GetDefaultFolderName ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InParentFolder )


description: Deprecated* GetDefaultFolderNameForSelection usingFNamehas been deprecated. Please use new interface usingFFolder.

code: [FName](API\Runtime\Core\UObject\FName) GetDefaultFolderNameForSelection ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld )


description: Deprecated* GetFolderName usingFNamehas been deprecated. Please use new interface usingFFolder.

code: [FName](API\Runtime\Core\UObject\FName) GetFolderName ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [FName](API\Runtime\Core\UObject\FName) ParentPath, [FName](API\Runtime\Core\UObject\FName) FolderName )


description: Get folder name that is unique under specified parent path

code: [FFolder](API\Runtime\Engine\FFolder) GetFolderName ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InParentFolder, const [FName](API\Runtime\Core\UObject\FName) & InLeafName )


description: Deprecated* GetFolderProperties usingFNamehas been deprecated. Please use new interface usingFFolder.

code: [FActorFolderProps](API\Editor\UnrealEd\FActorFolderProps) * GetFolderProperties ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [FName](API\Runtime\Core\UObject\FName) InPath )


description: Get the folder properties for the specified path. Returns nullptr if no properties exist

code: [FActorFolderProps](API\Editor\UnrealEd\FActorFolderProps) * GetFolderProperties ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InFolder )


code: virtual FOnActorEditorContextClientChanged & GetOnActorEditorContextClientChanged()


description: Overload this method to report a name for your referencer

code: virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const


description: Get an array of weak actor pointers from a list of folders

code: static void GetWeakActorsFromFolders ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InPaths, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) >> & OutActors, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InFolderRootObject )


code: static void GetWeakActorsFromFolders ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InPaths, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) >> & OutActors, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InFolderRootObject )


description: Return the folder expansion state

code: bool IsFolderExpanded ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InFolder )


description: Tests whether a folder container exists for the specified world

code: bool IsInitializedForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld ) const


code: virtual void OnExecuteActorEditorContextAction ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const EActorEditorContextAction & InType, class [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


className: OnFolderCreated

description: Folder creation and deletion events. Called whenever a folder is created or deleted in a world.


className: OnFolderMove

code: static FOnActorFolderMove OnFolderMove;


description: Notify that a root object has been removed. Cleanup of existing folders with with root object.

code: void OnFolderRootObjectRemoved ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InFolderRootObject )


description: Deprecated* RenameFolderInWorld usingFNamehas been deprecated. Please use new interface usingFFolder.

code: bool RenameFolderInWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, [FName](API\Runtime\Core\UObject\FName) OldPath, [FName](API\Runtime\Core\UObject\FName) NewPath )


description: Rename the specified path to a new name

code: bool RenameFolderInWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & OldPath, const [FFolder](API\Runtime\Engine\FFolder) & NewPath )


code: void SetActorEditorContextFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InFolder )


description: Set the folder expansion state

code: void SetIsFolderExpanded ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, const [FFolder](API\Runtime\Engine\FFolder) & InFolder, bool bIsExpanded )


description: Deprecated* SetSelectedFolderPath usingFNamehas been deprecated. Please use new interface usingFFolder.

code: void SetSelectedFolderPath ( [FName](API\Runtime\Core\UObject\FName) Path ) const


description: Sets the folder path for all the selected actors

code: void SetSelectedFolderPath ( const [FFolder](API\Runtime\Engine\FFolder) & InFolder ) const


code: namespace EFBXNormalGenerationMethod { enum Type { BuiltIn, MikkTSpace, } }


className: FActorFolders

description: Class responsible for managing an in-memory representation of actor folders in the editor

code: struct FActorFolders : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [IActorEditorContextClient](API\Editor\UnrealEd\IActorEditorContextClient)


code: namespace EVertexColorImportOption { enum Type { Replace, Ignore, Override, } }


className: FCSVImportSettings

code: struct FCSVImportSettings

bDataIsJson

type: bool

description: Despite its name, DataToImport can be JSON instead of CSV if this bool is set

DataToImport

type: FString

ImportCurveInterpMode

type: TEnumAsByte< ER...

ImportRowStruct

type: TObjectPtr<USc...

ImportType

type: ECSVImportType


code: void SetOriginalFullImportName ( [FString](API\Runtime\Core\Containers\FString) FullImportName )


code: void SetOriginalImportPath ( [FString](API\Runtime\Core\Containers\FString) ImportPath )


code: void SetOverridePath ( bool OverridePath )


className: FFbxAttributeInfo

code: class FFbxAttributeInfo : public [TSharedFromThis< FFbxAttributeInfo >](API\Runtime\Core\Templates\TSharedFromThis)

NodeReferencePivots

type: TMap< FVector, ...

description: If there is more then one Pivots we have to present a list to the user so they can choose which node pivot they want to bake.

OptionName

description: The name of the Options so reimport can show the options.

OriginalImportPath

description: Log the path where it was import so we can retrieve it when doing the re-import.

PivotNodeUid

description: The node pivot user want to bake by default its the first node that reference the mesh.


className: FFbxCameraInfo

code: class FFbxCameraInfo : public [TSharedFromThis< FFbxCameraInfo >](API\Runtime\Core\Templates\TSharedFromThis)

ApertureHeight

type: float


description: Notes: Fbx use positive X to point light direction, we have to turn the component 90 degree in z object space

code: FFbxLightInfo()


className: FFbxLightInfo

code: class FFbxLightInfo : public [TSharedFromThis< FFbxLightInfo >](API\Runtime\Core\Templates\TSharedFromThis)

Color

type: FColor


code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetType()


className: FFbxMaterialInfo

code: class FFbxMaterialInfo : public [FFbxAttributeInfo](API\Editor\UnrealEd\Factories\FFbxAttributeInfo), public [TSharedFromThis< FFbxMaterialInfo >](API\Runtime\Core\Templates\TSharedFromThis)

HierarchyPath

description: This string is use to help match the material when doing a reimport.

Textures

type: TArray<TShared...

description: All the textures use by this material.


className: FFbxMeshInfo

code: class FFbxMeshInfo : public [FFbxAttributeInfo](API\Editor\UnrealEd\Factories\FFbxAttributeInfo), public [TSharedFromThis< FFbxMeshInfo >](API\Runtime\Core\Templates\TSharedFromThis)


className: FFbxNodeInfo

description: Node use to store the scene hierarchy transform will be relative to the parent.

code: class FFbxNodeInfo : public [TSharedFromThis< FFbxNodeInfo >](API\Runtime\Core\Templates\TSharedFromThis)

AttributeInfo

type: TSharedPtr<FFb...

PivotRotation

type: FVector

Transform

type: FTransform


description: Function helper to find the LOD parent of a nodeinfo with a mesh attribute.

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxNodeInfo](API\Editor\UnrealEd\Factories\FFbxNodeInfo) > RecursiveFindLODParentNode ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxNodeInfo](API\Editor\UnrealEd\Factories\FFbxNodeInfo) > NodeInfo )


className: FFbxSceneInfo

code: class FFbxSceneInfo : public [TSharedFromThis< FFbxSceneInfo >](API\Runtime\Core\Templates\TSharedFromThis)

bHasAnimation

description: True if it has animation

CameraInfo

type: TMap< uint64,T...

FrameRate

type: double

LightInfo

description: Component attributes.

NonSkinnedMeshNum

description: Data for static mesh

SkinnedMeshNum

description: Data for skeletal mesh

TotalGeometryNum

description: Common data


className: FFbxTextureInfo

code: class FFbxTextureInfo : public [FFbxAttributeInfo](API\Editor\UnrealEd\Factories\FFbxAttributeInfo), public [TSharedFromThis< FFbxTextureInfo >](API\Runtime\Core\Templates\TSharedFromThis)


code: void * GetMipData ( int32 InMipIndex )


code: int64 GetMipSize ( int32 InMipIndex ) const


code: void Init2DWithMips ( int32 InSizeX, int32 InSizeY, int32 InNumMips, ETextureSourceFormat InFormat, const void * InData )


code: void Init2DWithOneMip ( int32 InSizeX, int32 InSizeY, ETextureSourceFormat InFormat, const void * InData )


code: void Init2DWithParams ( int32 InSizeX, int32 InSizeY, ETextureSourceFormat InFormat, bool InSRGB )


className: FImportImage

code: struct FImportImage

CompressionSettings

type: TextureCompress...

Format

type: ETextureSourceF...

RawData

type: TArray64< uint8...

RawDataCompressionFormat

type: ETextureSourceC...

description: Which compression format (if any) that is applied to RawData


className: FImportMeshLodSectionsData

description: Action to add nodes to the graph based on selected objects

code: struct FImportMeshLodSectionsData

SectionOriginalMaterialName

type: TArray<FName>

description: Every original imported fbx material name for every section


className: FMaterialCompareData

code: struct FMaterialCompareData

bHasConflict

type: bool

CurrentAsset

type: TArray<FMateri...


className: FMaterialData

code: struct FMaterialData

ImportedMaterialSlotName

type: FName


className: FSkeletonCompareData

code: struct FSkeletonCompareData

CompareResult

type: ECompareResult

CurrentAssetRoot

type: FSkeletonTreeNo...


className: FSkeletonTreeNode

code: struct FSkeletonTreeNode

Childrens

type: TArray<FSkelet...


description: Parses settings data from a json object. The format of the object is dependent on what the derived types expect

code: void ParseFromJson ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > ImportSettingsJson )


className: IImportSettingsParser

description: Supports filling the settings from a json file for automated importing

code: class IImportSettingsParser


code: namespace ImportCompareHelper { enum ECompareResult { SCR_None = 0x00000000, SCR_SkeletonMissingBone = 0x00000001, SCR_SkeletonAddedBone = 0x00000002, SCR_SkeletonBadRoot = 0x00000004, } }


code: namespace ImportCompareHelper { [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) & ImportCompareHelper::operator|= ( [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) & Lhs, [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) Rhs ) }


code: namespace ImportCompareHelper { [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) & ImportCompareHelper::operator&= ( [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) & Lhs, [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) Rhs ) }


code: namespace ImportCompareHelper { [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) & ImportCompareHelper::operator^= ( [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) & Lhs, [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) Rhs ) }


code: namespace ImportCompareHelper { constexpr [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) ImportCompareHelper::operator| ( [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) Lhs, [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) Rhs ) }


code: namespace ImportCompareHelper { constexpr [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) ImportCompareHelper::operator& ( [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) Lhs, [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) Rhs ) }


code: namespace ImportCompareHelper { constexpr [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) ImportCompareHelper::operator^ ( [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) Lhs, [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) Rhs ) }


code: namespace ImportCompareHelper { constexpr bool ImportCompareHelper::operator! ( [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) E ) }


code: namespace ImportCompareHelper { constexpr [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) ImportCompareHelper::operator~ ( [ECompareResult](API\Editor\UnrealEd\Factories\ImportCompareHelper__ECompareRes-) E ) }


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: UAimOffsetBlendSpaceFactory1D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UAimOffsetBlendSpaceFactory1D : public [UBlendSpaceFactory1D](API\Editor\UnrealEd\Factories\UBlendSpaceFactory1D)


code: UAimOffsetBlendSpaceFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAimOffsetBlendSpaceFactoryNew

description: UAimOffsetBlendSpaceFactoryNew.

code: class UAimOffsetBlendSpaceFactoryNew : public [UBlendSpaceFactoryNew](API\Editor\UnrealEd\Factories\UBlendSpaceFactoryNew)


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, [FName](API\Runtime\Core\UObject\FName) CallingContext )


description: Returns the name of the factory for menus

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


code: UAnimBlueprintFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimBlueprintFactory

code: class UAnimBlueprintFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

BlueprintType

type: TEnumAsByte< EB...

description: The type of blueprint that will be created.

bTemplate

description: Whether the created blueprint should be a template with no target skeleton.

ParentClass

type: TSubclassOf< cl...

description: The parent class of the created blueprint.

PreviewSkeletalMesh

type: TObjectPtr< cla...

description: The preview mesh to use with this animation blueprint.

TargetSkeleton

description: The kind of skeleton that animation graphs compiled from the blueprint will animate.


code: UAnimBoneCompressionSettingsFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimBoneCompressionSettingsFactory

code: class UAnimBoneCompressionSettingsFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: UAnimCompositeFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimCompositeFactory

code: class UAnimCompositeFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

PreviewSkeletalMesh

description: The preview mesh to use with this animation

SourceAnimation

description: Used when creating a composite from an AnimSequence, becomes the only AnimSequence contained


code: UAnimCurveCompressionSettingsFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimCurveCompressionSettingsFactory

code: class UAnimCurveCompressionSettingsFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: UAnimLayerInterfaceFactory

description: No constructors are accessible with public or protected access.

code: class UAnimLayerInterfaceFactory : public [UAnimBlueprintFactory](API\Editor\UnrealEd\Factories\UAnimBlueprintFactory)


description: Ensure there is at least one section in the montage and that the first section starts at T=0.f

code: static bool EnsureStartingSection ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage )


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: UAnimMontageFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimMontageFactory

code: class UAnimMontageFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

description: Used when creating a montage from an AnimSequence, becomes the only AnimSequence contained


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


code: UAnimSequenceFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimSequenceFactory

code: class UAnimSequenceFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: virtual bool ConfigureProperties()


code: UAnimStreamableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimStreamableFactory

code: class UAnimStreamableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: UBlendSpaceFactory1D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UBlendSpaceFactory1D : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

PreviewSkeletalMesh

description: The preview mesh to use for the created blendspace

TargetSkeleton

description: Target skeleton for the created blendspace


code: UBlendSpaceFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBlendSpaceFactoryNew

code: class UBlendSpaceFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, [FName](API\Runtime\Core\UObject\FName) CallingContext )


className: FOnConfigureProperties

description: Delegate allows overriding the class viewer initialization options before displaying it.

code: typedef TBaseDelegate_OneParam< void, [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) * > FOnConfigureProperties


code: UBlueprintFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBlueprintFactory

code: class UBlueprintFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

BlueprintType

description: The type of Blueprint to create in FactoryCreateNew.

bSkipClassPicker

description: Skips the class choosing dialog and uses the ParentClass as the blueprint base class.

OnConfigurePropertiesDelegate

type: FOnConfigurePro...


description: Returns a new starting point name for newly created assets in the content browser

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDefaultNewAssetName() const


description: When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories.

code: virtual uint32 GetMenuCategories() const


description: Returns the name of the factory for menus

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


description: Returns an optional override brush name for the new asset menu. If this is not specified, the thumbnail for the supported class will be used.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetNewAssetThumbnailOverride() const


description: Returns the tooltip text description of this factory

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTip() const


description: Returns the documentation excerpt that should be use for the rich tool tip for this factory

code: virtual [FString](API\Runtime\Core\Containers\FString) GetToolTipDocumentationExcerpt() const


code: UBlueprintFunctionLibraryFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


className: UBlueprintFunctionLibraryFactory

code: class UBlueprintFunctionLibraryFactory : public [UBlueprintFactory](API\Editor\UnrealEd\Factories\UBlueprintFactory)


code: UBlueprintInterfaceFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBlueprintInterfaceFactory

code: class UBlueprintInterfaceFactory : public [UBlueprintFactory](API\Editor\UnrealEd\Factories\UBlueprintFactory)


code: UBlueprintMacroFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBlueprintMacroFactory

code: class UBlueprintMacroFactory : public [UBlueprintFactory](API\Editor\UnrealEd\Factories\UBlueprintFactory)


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: UCanvasRenderTarget2DFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UCanvasRenderTarget2DFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

Format

description: Pixel format of the texture render target

Height

description: Height of the texture render target

Width

description: Width of the texture render target


code: virtual [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * MakeNewCurveTable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags )


code: UCompositeCurveTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCompositeCurveTableFactory

code: class UCompositeCurveTableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: virtual [UDataTable](API\Runtime\Engine\Engine\UDataTable) * MakeNewDataTable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags )


code: UCompositeDataTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCompositeDataTableFactory

code: class UCompositeDataTableFactory : public [UDataTableFactory](API\Editor\UnrealEd\Factories\UDataTableFactory)


description: Do clean up after importing is done. Will be called once for multi batch import.

code: virtual void CleanUp()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > DoImportCurveTable ( const [FCSVImportSettings](API\Editor\UnrealEd\Factories\FCSVImportSettings) & ImportSettings, class [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * TargetCurveTable )


description: true if it supports this class

code: virtual bool DoesSupportClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > DoImportCurve ( const [FCSVImportSettings](API\Editor\UnrealEd\Factories\FCSVImportSettings) & InImportSettings, class [UCurveBase](API\Runtime\Engine\Curves\UCurveBase) * TargetCurve )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > DoImportDataTable ( const [FCSVImportSettings](API\Editor\UnrealEd\Factories\FCSVImportSettings) & ImportSettings, class [UDataTable](API\Runtime\Engine\Engine\UDataTable) * TargetDataTable )


description:
Whether the specified file can be imported by this factory.
true if the file is supported, false otherwise.

code: virtual bool FactoryCanImport ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description:
The default implementation of this method will load the contents of the entire file into a byte buffer and call FactoryCreateBinary. User defined factories may override this behavior to process the provided file name on their own.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateFile ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, const [FString](API\Runtime\Core\Containers\FString) & Filename, const TCHAR * Parms, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, bool & bOutOperationCanceled )


description:
Create a new object by importing it from a text buffer.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateText ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const TCHAR *& Buffer, const TCHAR * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, bool & bOutOperationCanceled )


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


description: the parser that is capable of parsing a json string of import settings for this factory

code: virtual [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser) * GetImportSettingsParser()


description: Reimport an object that was created based on a CSV

code: [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) ReimportCSV ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description: IImportSettings interface

code: virtual void ParseFromJson ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > ImportSettingsJson )


code: UCSVImportFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCSVImportFactory

code: class UCSVImportFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory), public [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser)

AutomatedImportSettings

type: FCSVImportSetti...

DataTableImportOptions

type: TObjectPtr<UDa...

description: Temporary data table to use to display import options


code: virtual bool ConfigureProperties()


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: UCurveFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCurveFactory

description: Factory that creates curve assets, prompting to pick the kind of curve at creation time

code: class UCurveFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

CurveClass

type: TSubclassOf<UC...

description: The type of blueprint that will be created


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


code: UCurveFloatFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCurveFloatFactory

description: Factory that creates float curve assets

code: class UCurveFloatFactory : public [UCurveFactory](API\Editor\UnrealEd\Factories\UCurveFactory)


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateText ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const TCHAR *& Buffer, const TCHAR * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: UCurveImportFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCurveImportFactory

description: Factory for importing curves from other data formats.

code: class UCurveImportFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories.

code: virtual uint32 GetMenuCategories() const


code: UCurveLinearColorAtlasFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCurveLinearColorAtlasFactory

description: UCurveLinearColorAtlasFactory.

code: class UCurveLinearColorAtlasFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

Height

description: Height of the texture render target

Width

description: Width of the texture render target


code: UCurveLinearColorFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCurveLinearColorFactory

description: Factory that creates linear color curve assets

code: class UCurveLinearColorFactory : public [UCurveFactory](API\Editor\UnrealEd\Factories\UCurveFactory)


code: UCurveTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * MakeNewCurveTable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags )


className: UCurveTableFactory

code: class UCurveTableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

InterpMode

type: ERichCurveInter...


code: virtual bool ConfigureProperties()


code: UCurveVectorFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCurveVectorFactory

description: Factory that creates vector curve assets

code: class UCurveVectorFactory : public [UCurveFactory](API\Editor\UnrealEd\Factories\UCurveFactory)


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: UDataAssetFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDataAssetFactory

code: class UDataAssetFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

DataAssetClass

type: TSubclassOf<UD...


code: virtual [UDataTable](API\Runtime\Engine\Engine\UDataTable) * MakeNewDataTable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags )


code: UDataTableFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDataTableFactory

code: class UDataTableFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

Struct

type: TObjectPtr< con...


code: UEnumFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UEnumFactory

code: class UEnumFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: true if the factory can currently create a new object from scratch.

code: virtual bool CanCreateNew() const


description:
Whether the factory is checking for SlowTask::ShouldCancel() while importing and aborting the import when appropriate.
true if factory import can be canceled.

code: virtual bool CanImportBeCanceled() const


code: virtual void CleanUp()


description:
Creates an asset if it doesn't exist. If it does exist then it overwrites it if possible. If it can not overwrite then it will delete and replace. If it can not delete, it will return nullptr.
A pointer to a new asset of the specified type or null if the creation failed.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateOrOverwriteAsset ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags InFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InTemplate ) const


className: CurrentFilename

description: Name of the file currently being imported.


className: DefaultImportPriority

description: This is the import priority that all factories are given in the default constructor.

code: static const int32 DefaultImportPriority = 100;


description: Pop up message to the user asking whether they wish to overwrite existing state or not.

code: void DisplayOverwriteOptionsDialog ( const [FText](API\Runtime\Core\Internationalization\FText) & Message )


description: true if it supports this class

code: virtual bool DoesSupportClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description:
Whether the specified file can be imported by this factory.
true if the file is supported, false otherwise.

code: virtual bool FactoryCanImport ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description:
Create a new object by importing it from a binary buffer.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateBinary ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const uint8 *& Buffer, const uint8 * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description:
Create a new object by importing it from a binary buffer (cancelable).
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateBinary ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const uint8 *& Buffer, const uint8 * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, bool & bOutOperationCanceled )


description:
The default implementation of this method will load the contents of the entire file into a byte buffer and call FactoryCreateBinary. User defined factories may override this behavior to process the provided file name on their own.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateFile ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, const [FString](API\Runtime\Core\Containers\FString) & Filename, const TCHAR * Parms, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, bool & bOutOperationCanceled )


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, [FName](API\Runtime\Core\UObject\FName) CallingContext )


description:
Create a new object by importing it from a text buffer.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateText ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const TCHAR *& Buffer, const TCHAR * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateText ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const TCHAR *& Buffer, const TCHAR * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, bool & bOutOperationCanceled )


description: Returns an array of all the additional objects created during the last imports, as some factories may produce more than one object. The internal array is cleared before each import and upon Cleanup().

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & GetAdditionalImportedObjects() const


className: FileHash

description: This is the HASH for the file being imported


description: Get the name of the file currently being imported.


description: Get the default import priority for factories.

code: static int32 GetDefaultImportPriority()


description: Returns a new starting point name for newly created assets in the content browser

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDefaultNewAssetName() const


description: Returns the name of the factory for menus

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


description: Get the Hash for the file being imported. Provides enormous speed impovements for large CAD file imports


description: the supported factory formats list.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetFormats() const


description: the parser that is capable of parsing a json string of import settings for this factory

code: virtual [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser) * GetImportSettingsParser()


description: When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories.

code: virtual uint32 GetMenuCategories() const


description: Branch of sub-menus containing factory under each provided category.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetMenuCategorySubMenus() const


description: Returns an optional override brush name for the new asset menu. If this is not specified, the thumbnail for the supported class will be used.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetNewAssetThumbnailOverride() const


description: The object class supported by this factory.

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


description: Creates a list of file extensions supported by this factory

code: virtual void GetSupportedFileExtensions ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutExtensions ) const


description: Returns the tooltip text description of this factory

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTip() const


description: Returns the documentation excerpt that should be use for the rich tool tip for this factory

code: virtual [FString](API\Runtime\Core\Containers\FString) GetToolTipDocumentationExcerpt() const


description: Returns the documentation page that should be use for the rich tool tip for this factory

code: virtual [FString](API\Runtime\Core\Containers\FString) GetToolTipDocumentationPage() const


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * ImportObject ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, const [FString](API\Runtime\Core\Containers\FString) & Filename, const TCHAR * Parms, bool & OutCanceled )


code: virtual bool ImportUntypedBulkDataFromText ( const TCHAR *& Buffer, [FBulkData](API\Runtime\CoreUObject\Serialization\FBulkData) & BulkData )


description: true if this factory is being used for automated import. Dialogs and user input should be disabled if this method returns true

code: virtual bool IsAutomatedImport() const


description: Returns true if the provided file extension is supported

code: virtual bool IsSupportedFileExtension ( FStringView InExtension ) const


description: Resolves SupportedClass for factories which support multiple classes. Such factories will have a nullptr SupportedClass member.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * ResolveSupportedClass()


description: The states are used to suppress messages during multiple object import. It needs to be reset each time a new import is started

code: void ResetState()


description:
Whether the specified file can be imported by this factory. (Implemented in script)
true if the file is supported, false otherwise.

code: bool ScriptFactoryCanImport ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description:
Import object(s) using a task via script
True if script implements

code: bool ScriptFactoryCreateFile ( [UAssetImportTask](API\Editor\UnrealEd\UAssetImportTask) * InTask )


description: Sets the import task being used with this factory

code: void SetAssetImportTask ( class [UAssetImportTask](API\Editor\UnrealEd\UAssetImportTask) * Task )


description: Sets the automated import data being used with this factory

code: void SetAutomatedAssetImportData ( const class [UAutomatedAssetImportData](API\Editor\UnrealEd\UAutomatedAssetImportData) * Data )


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


description: Helper function to sort an array of factories by their import priority - use as a predicate for Sort

code: static bool SortFactoriesByPriority ( const [UFactory](API\Editor\UnrealEd\Factories\UFactory) & A, const [UFactory](API\Editor\UnrealEd\Factories\UFactory) & B )


code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * StaticImportObject ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags, const TCHAR * Filename, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [UFactory](API\Editor\UnrealEd\Factories\UFactory) * Factory, const TCHAR * Parms, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 MaxImportFileSize )


code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * StaticImportObject ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags, bool & bOutOperationCanceled, const TCHAR * Filename, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [UFactory](API\Editor\UnrealEd\Factories\UFactory) * Factory, const TCHAR * Parms, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 MaxImportFileSize )


code: UFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFactory

description: Base class for all factories An object responsible for creating and importing new objects.

code: class UFactory : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AdditionalImportedObjects

type: TArray<UObject...

AssetImportTask

description: Task for importing file via script interfaces

AutomatedImportData

description: Data for how to import files via the automated command line importing interface

bCreateNew

type: uint32:  1

description: The default value to return fromCanCreateNew()

bEditAfterNew

type: uint32: 1

description: True if the associated editor should be opened after creating a new object.

bEditorImport

description: True if the factory imports objects from files.

bText

description: True if the factory imports objects from text.

ContextClass

type: TSubclassOf<UO...

description: Class of the context object used to help create the object.

Formats

type: TArray<FString...

description: List of formats supported by the factory.

ImportPriority

description: Determines the order in which factories are tried when importing or reimporting an object.

OverwriteYesOrNoToAllState

description: For interactive object imports, this value indicates whether the user wants objects to be automatically overwritten (See EAppReturnType), or -1 if the user should be prompted.

SupportedClass

description: The class manufactured by this factory.


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: void CopyAnimationValues ( const [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * Other )


description: Gets or creates fbx import data for the specified anim sequence

code: static [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * GetImportDataForAnimSequence ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * TemplateForCreation )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: UFbxAnimSequenceImportData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UFbxAssetImportData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFbxAnimSequenceImportData

description: Import data and options used when importing any mesh from FBX

code: class UFbxAnimSequenceImportData : public [UFbxAssetImportData](API\Editor\UnrealEd\Factories\UFbxAssetImportData)

AnimationLength

type: TEnumAsByte< en...

description: Which animation range to import.

bAddCurveMetadataToSkeleton

type: bool

description: Whether to automatically add curve metadata to an animation's skeleton.

bDeleteExistingCustomAttributeCurves

description: If true, all previous node attributes imported as Animation Curves will be deleted when doing a re-import.

bDeleteExistingMorphTargetCurves

description: If enabled, this will delete this type of asset from the FBX

bDeleteExistingNonCurveCustomAttributes

description: If true, all previous node attributes imported as Animation Attributes will be deleted when doing a re-import.

bDoNotImportCurveWithZero

description: When importing custom attribute or morphtarget as curve, do not import if it doesn't have any value other than zero.

bImportBoneTracks

description: Import bone transform tracks.

bImportCustomAttribute

description: If true, import node attributes as either Animation Curves or Animation Attributes

bImportMeshesInBoneHierarchy

description: If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones.

bPreserveLocalTransform

description: If enabled, this will import a curve within the animation

bRemoveRedundantKeys

description: When importing custom attribute as curve, remove redundant keys

description: Set Material Curve Type for all custom attributes that exists

bUseDefaultSampleRate

description: Enable this option to use default sample rate for the imported animation at 30 frames per second

CustomSampleRate

description: Use this option to specify a sample rate for the imported animation, a value of 0 use the best matching samplerate.

FrameImportRange

description: Frame range used when Set Range is used in Animation Length

MaterialCurveSuffixes

description: Set Material Curve Type for the custom attribute with the following suffixes.

SourceAnimationName

type: FString

description: Name of source animation that was imported, used to reimport correct animation from the FBX file


className: UFbxAssetImportData

description: Base class for import data and options used when importing any asset from FBX

code: class UFbxAssetImportData : public [UAssetImportData](API\Runtime\Engine\EditorFramework\UAssetImportData)

bConvertScene

description: Whether to convert scene from FBX scene.

bConvertSceneUnit

description: Whether to convert the scene from FBX unit to UE unit (centimeter).

bForceFrontXAxis

description: Whether to force the front axis to be align with X instead of -Y.

bImportAsScene

description: Use by the reimport factory to answer CanReimport, if true only factory for scene reimport will return true

FbxSceneImportDataReference

type: TObjectPtr<UFb...

ImportRotation

type: FRotator

ImportTranslation

type: FVector

ImportUniformScale

type: float


description:
Whether the factory is checking for SlowTask::ShouldCancel() while importing and aborting the import when appropriate.
true if factory import can be canceled.

code: virtual bool CanImportBeCanceled() const


description: Do clean up after importing is done. Will be called once for multi batch import.

code: virtual void CleanUp()


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


description:
Detect mesh type to import: Static Mesh or Skeletal Mesh. Only the first mesh will be detected.
bool return true if parse the file successfully

code: bool DetectImportType ( const [FString](API\Runtime\Core\Containers\FString) & InFilename )


description: true if it supports this class

code: virtual bool DoesSupportClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Set import batch

code: void EnableShowOption()


description:
Whether the specified file can be imported by this factory.
true if the file is supported, false otherwise.

code: virtual bool FactoryCanImport ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetFbxFormats ( const [UFactory](API\Editor\UnrealEd\Factories\UFactory) * Factory )


description:
The default implementation of this method will load the contents of the entire file into a byte buffer and call FactoryCreateBinary. User defined factories may override this behavior to process the provided file name on their own.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateFile ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, const [FString](API\Runtime\Core\Containers\FString) & Filename, const TCHAR * Parms, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, bool & bOutOperationCanceled )


description: the supported factory formats list.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetFormats() const


description: the parser that is capable of parsing a json string of import settings for this factory

code: virtual [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser) * GetImportSettingsParser()


description:
Used to display special task progression text if needs be (like import being cancelled).
The task text after taking into account the factory's current state.

code: [FText](API\Runtime\Core\Internationalization\FText) GetImportTaskText ( const [FText](API\Runtime\Core\Internationalization\FText) & TaskText ) const


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * ImportANode ( [UnFbx::FFbxImporter](API\Editor\UnrealEd\FFbxImporter) * FbxImporter, [TArray](API\Runtime\Core\Containers\TArray)< void * > VoidNodes, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, struct [FScopedSlowTask](API\Runtime\Core\Misc\FScopedSlowTask) & SlowTask, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InMesh, int LODIndex )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * RecursiveImportNode ( [UnFbx::FFbxImporter](API\Editor\UnrealEd\FFbxImporter) * FFbxImporter, void * Node, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, struct [FScopedSlowTask](API\Runtime\Core\Misc\FScopedSlowTask) & SlowTask, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutNewAssets )


code: void SetDetectImportTypeOnImport ( bool bDetectState )


description: Resolves SupportedClass for factories which support multiple classes. Such factories will have a nullptr SupportedClass member.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * ResolveSupportedClass()


className: UFbxFactory

code: class UFbxFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

bOperationCanceled

description: True if the import operation was canceled.

ImportUI

type: TObjectPtr< cla...

OriginalImportUI

description: Prevent garbage collection of original when overriding ImportUI property


code: UFbxFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: UObjectInterface

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Load UI settings from ini file

code: static void LoadOptions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToLoadOptions )


description: IImportSettings Interface

code: virtual void ParseFromJson ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FJsonObject](API\Runtime\Json\Dom\FJsonObject) > ImportSettingsJson )


description: Save UI settings to ini file

code: static void SaveOptions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToSaveOptions )


description: Sets MeshTypeToImport

code: void SetMeshTypeToImport()


code: void UpdateCompareData ( [UnFbx::FFbxImporter](API\Editor\UnrealEd\FFbxImporter) * FbxImporter )


code: UFbxImportUI ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFbxImportUI

code: class UFbxImportUI : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser)

AnimEndFrame

description: The fbx animation end frame

AnimSequenceImportData

description: Import data used when importing animations

AnimStartFrame

description: The fbx animation start frame

bAutoComputeLodDistances

description: If checked, the editor will automatically compute screen size values for the static mesh's LODs.

bAutomatedImportShouldDetectType

description: If true the automated import path should detect the import type.

bCreatePhysicsAsset

description: If checked, create new PhysicsAsset if it doesn't have it

bImportAnimations

description: True to import animations from the FBX File

bImportAsSkeletal

description: Whether to import the incoming FBX as a skeletal object

bImportMaterials

description: If no existing materials are found, whether to automatically create Unreal materials for materials found in the FBX scene

bImportMesh

description: Whether to import the incoming FBX as a Subdivision Surface (could be made a combo box together with bImportAsSkeletal) (Experimental, Early work in progress) Whether to import the mesh.

bImportRigidMesh

description: Enables importing of 'rigid skeletalmesh' (unskinned, hierarchy-based animation) from this FBX file, no longer shown, used behind the scenes

bImportTextures

description: Whether or not we should import textures.

bIsObjImport

description: Whether or not the imported file is in OBJ format

bIsReimport

description: Whether this UI is construct for a reimport

bOverrideFullName

description: Use the string in "Name" field as full name of mesh.

bResetToFbxOnMaterialConflict

description: If true, the imported material sections will automatically be reset to the imported data in case of a reimport conflict.

FileAxisDirection

description: The file axis direction, up vector and hand

FileCreator

description: The file creator information

FileCreatorApplication

description: The file vendor information, software name and version that was use to create the file

FileSampleRate

description: The fbx animation frame rate

FileUnits

description: The file units

FileVersion

description: FBX file informations Transient value that are set everytime we show the options dialog.

description: Set a screen size value for LOD 0

description: Set a screen size value for LOD 1

description: Set a screen size value for LOD 2

description: Set a screen size value for LOD 3

description: Set a screen size value for LOD 4

description: Set a screen size value for LOD 5

description: Set a screen size value for LOD 6

description: Set a screen size value for LOD 7

LodNumber

description: Set the number of LODs for the editor to import.

MaterialCompareData

type: ImportCompareHe...

MeshTypeToImport

description: Type of asset to import from the FBX file

MinimumLodNumber

description: Set the minimum LOD used for rendering. Setting the value to 0 will use the default value of LOD0.

OnShowMaterialConflictDialog

type: FOnShowConflict...

OnUpdateCompareFbx

type: FOnUpdateCompar...

OriginalImportType

description: The original detected type of this import

OverrideAnimationName

description: Override for the name of the animation to import.

PhysicsAsset

description: If this is set, use this PhysicsAsset.

ReimportMesh

type: UObject*

description: When we are reimporting, we need the current object to preview skeleton and materials match issues.

SkeletalMeshImportData

description: Import data used when importing skeletal meshes

Skeleton

description: Skeleton to use for imported asset.

StaticMeshImportData

description: Import data used when importing static meshes

TextureImportData

description: Import data used when importing textures


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false


code: UFbxMeshImportData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFbxMeshImportData

description: Import data and options used when importing any mesh from FBX

code: class UFbxMeshImportData : public [UFbxAssetImportData](API\Editor\UnrealEd\Factories\UFbxAssetImportData)

bBakePivotInVertex

description: * Experimental - If this option is true the inverse node rotation pivot will be apply to the mesh vertices.

bComputeWeightedNormals

description: Enabling this option will use weighted normals algorithm (area and angle) when computing normals or tangents

bImportMeshLODs

description: Enables importing of mesh LODs from FBX LOD groups, if present in the FBX file

bReorderMaterialToFbxOrder

description: If checked, The material list will be reorder to the same order has the FBX file.

bTransformVertexToAbsolute

description: If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices.

ImportMaterialOriginalNameData

type: TArray<FName>

description: Original import section/material data.

ImportMeshLodData

type: TArray<FImport...

NormalGenerationMethod

description: Use the MikkTSpace tangent space generator for generating normals and tangents on the mesh

NormalImportMethod

description: Enabling this option will read the tangents(tangent,binormal,normal) from FBX file instead of generating them automatically.


description: Attempt to parse an asset import structure from the specified json string.

code: void FromJson ( [FString](API\Runtime\Core\Containers\FString) InJsonString )


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Overridden serialize function to write out the underlying data as json

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Convert this import information to JSON


code: UFbxSceneImportData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFbxSceneImportData

code: class UFbxSceneImportData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bCreateFolderHierarchy

description: Is the original import create a folder hierarchy

bForceFrontXAxis

description: Is the original import force front X axis

bImportScene

description: Is the last reimport has import the hierarchy

BluePrintFullName

description: The full name of the blueprint create at import

HierarchyType

description: Which type of hierarchy was create see

NameOptionsMap

type: ImportOptionsNa...

SceneInfoSourceData

type: TSharedPtr<FFb...

description: The last import scene hierarchy data.

SourceFbxFile

description: The path of the fbx file use for the last import


description: Convert the scene and remake all the transform for the SceneInfo pass in parameter. We need this because EvaluateGlobal and EvaluateLocal are dependent of the scene conversion.

code: void ChangeFrontAxis ( void * VoidFbxImporter, void * VoidSceneInfo, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxSceneInfo](API\Editor\UnrealEd\Factories\FFbxSceneInfo) > SceneInfoPtr )


description: Make sure GlobalImportSettings is pointing to the correct options

code: void ApplyMeshInfoFbxOptions ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxMeshInfo](API\Editor\UnrealEd\Factories\FFbxMeshInfo) > MeshInfo )


description: Apply the LocalTransform to the SceneComponent and if PreMultiplyTransform is not null do a pre multiplication SceneComponent: Must be a valid pointer LocalTransform: Must be a valid pointer PreMultiplyTransform: Can be nullptr

code: void ApplyTransformToComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * SceneComponent, FTransform * LocalTransform, FTransform * PreMultiplyTransform, FVector & PivotLocation, FVector & ParentPivotAccumulation )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxSceneInfo](API\Editor\UnrealEd\Factories\FFbxSceneInfo) > ConvertSceneInfo ( void * VoidFbxImporter, void * VoidFbxSceneInfo )


description: Create a hierarchy of actor in the current level

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * CreateActorComponentsHierarchy ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxSceneInfo](API\Editor\UnrealEd\Factories\FFbxSceneInfo) > SceneInfoPtr )


code: void CreateLevelActorHierarchy ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxSceneInfo](API\Editor\UnrealEd\Factories\FFbxSceneInfo) > SceneInfoPtr )


description: Create a package for the specified node. Package will be the concatenation ofUFbxSceneImportFactory::Pathand Node->GetName().

code: [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * CreatePackageForNode ( [FString](API\Runtime\Core\Containers\FString) PackageName, [FString](API\Runtime\Core\Containers\FString) & StaticMeshName )


className: DefaultOptionName

description: Default Options always have the same name "Default"

code: static [FString](API\Runtime\Core\Containers\FString) DefaultOptionName = FString(TEXT("Default"));


code: static void ExtractMaterialInfo ( void * FbxImporterVoid, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxSceneInfo](API\Editor\UnrealEd\Factories\FFbxSceneInfo) > SceneInfoPtr )


description:
Whether the specified file can be imported by this factory.
true if the file is supported, false otherwise.

code: virtual bool FactoryCanImport ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description:
Create a new object by importing it from a binary buffer.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateBinary ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const uint8 *& Buffer, const uint8 * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description:
Create a new object by importing it from a binary buffer (cancelable).
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateBinary ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const uint8 *& Buffer, const uint8 * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, bool & bOutOperationCanceled )


description: UFactoryInterface

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateFile ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, const [FString](API\Runtime\Core\Containers\FString) & Filename, const TCHAR * Parms, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, bool & bOutOperationCanceled )


description: Compute the path of every node and fill the result in the node. This data will be use by the reimport as a unique key for for the reimport status of the node hierarchy.

code: static void FillSceneHierarchyPath ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxSceneInfo](API\Editor\UnrealEd\Factories\FFbxSceneInfo) > SceneInfo )


description: Find theFFbxNodeInfoin the hierarchy.

code: bool FindSceneNodeInfo ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxSceneInfo](API\Editor\UnrealEd\Factories\FFbxSceneInfo) > SceneInfo, uint64 NodeInfoUniqueId, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxNodeInfo](API\Editor\UnrealEd\Factories\FFbxNodeInfo) > & OutNodeInfo )


description: the supported factory formats list.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetFormats() const


description: Return the Options from the NameOptionMap Map. return nulptr if the options are not found

code: [UnFbx::FBXImportOptions](API\Editor\UnrealEd\FBXImportOptions) * GetOptionsFromName ( [FString](API\Runtime\Core\Containers\FString) OptionName )


description: Import all static mesh from the fbx scene

code: void ImportAllStaticMesh ( void * VoidRootNodeToImport, void * VoidFbxImporter, EObjectFlags Flags, int32 & NodeIndex, int32 & InterestingNodeCount, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxSceneInfo](API\Editor\UnrealEd\Factories\FFbxSceneInfo) > SceneInfo )


description: Import all skeletal mesh from the fbx scene

code: void ImportAllSkeletalMesh ( void * VoidRootNodeToImport, void * VoidFbxImporter, EObjectFlags Flags, int32 & NodeIndex, int32 & InterestingNodeCount, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxSceneInfo](API\Editor\UnrealEd\Factories\FFbxSceneInfo) > SceneInfo )


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * ImportANode ( void * VoidFbxImporter, [TArray](API\Runtime\Core\Containers\TArray)< void * > & VoidNode, EObjectFlags Flags, int32 & NodeIndex, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxSceneInfo](API\Editor\UnrealEd\Factories\FFbxSceneInfo) > SceneInfo, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxNodeInfo](API\Editor\UnrealEd\Factories\FFbxNodeInfo) > & OutNodeInfo, [FString](API\Runtime\Core\Containers\FString) PackagePath, int32 Total, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InMesh, int LODIndex )


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * ImportOneSkeletalMesh ( void * VoidRootNodeToImport, void * VoidFbxImporter, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxSceneInfo](API\Editor\UnrealEd\Factories\FFbxSceneInfo) > SceneInfo, EObjectFlags Flags, [TArray](API\Runtime\Core\Containers\TArray)< void * > & VoidNodeArray, int32 & TotalNumNodes )


description: USceneImportFactoryInterface

code: virtual bool ImportsAssets() const


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * RecursiveImportNode ( void * FFbxImporter, void * VoidNode, EObjectFlags Flags, int32 & Index, int32 Total, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxSceneInfo](API\Editor\UnrealEd\Factories\FFbxSceneInfo) > SceneInfo, [FString](API\Runtime\Core\Containers\FString) PackagePath )


code: bool SetStaticMeshComponentOverrideMaterial ( class [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFbxNodeInfo](API\Editor\UnrealEd\Factories\FFbxNodeInfo) > NodeInfo )


code: UFbxSceneImportFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFbxSceneImportFactory

code: class UFbxSceneImportFactory : public [USceneImportFactory](API\Editor\UnrealEd\Factories\USceneImportFactory)

AllNewAssets

type: TMap<TSharedPt...

description: Assets created by the factory

AnimSequenceImportData

description: Import data used when importing animations

GlobalImportSettings

description: Global Setting for non overriden Node

GlobalImportSettingsReference

description: The Global Settings Reference

ImportWasCancel

description: Is the import was cancel

NameOptionsMap

description: The options dictionary

Path

description: The path of the asset to import

ReimportData

description: Pointer on the fbx scene import data, we fill this object to be able to do re import of the scene

SceneImportOptionsSkeletalMesh

description: Import options UI detail when importing fbx scene skeletal mesh

SceneImportOptionsStaticMesh

description: Import options UI detail when importing fbx scene static mesh

SkeletalMeshImportData

description: Import data used when importing skeletal meshes

StaticMeshImportData

description: Import data used when importing static meshes

TextureImportData

description: Import data used when importing textures


code: UFbxSceneImportOptions ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFbxSceneImportOptions

code: class UFbxSceneImportOptions : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bBakePivotInVertex

description: * Experimental - If this option is true the inverse node pivot will be apply to the mesh vertices.

bCreateContentFolderHierarchy

type: uint32:  1

description: Scene section, detail of a fbx node TODO: Move the content folder selection here with a custom detail class TODO: Allow the user to select an existing blueprint TODO: Allow the user to specify a name for the root node TODO - The Content Path choose by the user If checked, a folder's hierarchy will be created under the import asset path.

bForceFrontXAxis

description: Whether to force the front axis to be align with X instead of -Y.

bImportAsDynamic

description: If checked, the mobility of all actors or components will be dynamic.

bImportSkeletalMeshLODs

description: If enabled, creates LOD models for Unreal skeletal meshes from LODs in the import file; If not enabled, only the base skeletal mesh from the LOD group is imported.

bImportStaticMeshLODs

description: If enabled, creates LOD models for Unreal static meshes from LODs in the import file; If not enabled, only the base static mesh from the LOD group is imported.

bInvertNormalMaps

description: If enabled, this option will cause normal map Y (Green) values to be inverted when importing textures

bTransformVertexToAbsolute

description: If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices.

HierarchyType

type: EFBXSceneOption...

description: Choose if you want to generate the scene hierarchy with normal level actors, one actor with multiple components, or one blueprint asset with multiple components.


code: void FillSkeletalMeshInmportData ( class [UFbxSkeletalMeshImportData](API\Editor\UnrealEd\Factories\UFbxSkeletalMeshImportData) * SkeletalMeshImportData, class [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * AnimSequenceImportData, class [UFbxSceneImportOptions](API\Editor\UnrealEd\Factories\UFbxSceneImportOptions) * SceneImportOptions )


code: UFbxSceneImportOptionsSkeletalMesh ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFbxSceneImportOptionsSkeletalMesh

code: class UFbxSceneImportOptionsSkeletalMesh : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AnimationLength

type: TEnumAsByte< en...

description: Type of asset to import from the FBX file

bCreatePhysicsAsset

description: If checked, create new PhysicsAsset if it doesn't have it

bDeleteExistingCustomAttributeCurves

type: bool

description: If true, all previous node attributes imported as Animation Curves will be deleted when doing a re-import.

bDeleteExistingNonCurveCustomAttributes

description: If true, all previous node attributes imported as Animation Attributes will be deleted when doing a re-import.

bImportAnimations

description: True to import animations from the FBX File

bImportCustomAttribute

description: If true, import node attributes as either Animation Curves or Animation Attributes

bImportMeshesInBoneHierarchy

description: If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones.

bImportMorphTargets

description: True to import morph target meshes from the FBX file

bKeepSectionsSeparate

description: If checked, sections with matching materials are kept separate and will not get combined.

bPreserveSmoothingGroups

description: If checked, triangles with non-matching smoothing groups will be physically split.

bUpdateSkeletonReferencePose

description: Enable this option to update Skeleton (of the mesh)'s reference pose.

bUseDefaultSampleRate

description: Enable this option to use default sample rate for the imported animation at 30 frames per second

description: TODO support T0AsRefPose Enable this option to use frame 0 as reference pose

CustomSampleRate

description: Use this option to specify a sample rate for the imported animation, a value of 0 use the best matching sample rate.

FrameImportRange

description: Frame range used when Set Range is used in Animation Length

MorphThresholdPosition

description: Threshold to compare vertex position equality when computing morph target deltas.

ThresholdPosition

description: Threshold to compare vertex position equality.

ThresholdTangentNormal

description: Threshold to compare normal, tangent or bi-normal equality.

ThresholdUV

description: Threshold to compare UV equality.


code: void FillStaticMeshInmportData ( class [UFbxStaticMeshImportData](API\Editor\UnrealEd\Factories\UFbxStaticMeshImportData) * StaticMeshImportData, class [UFbxSceneImportOptions](API\Editor\UnrealEd\Factories\UFbxSceneImportOptions) * SceneImportOptions )


code: UFbxSceneImportOptionsStaticMesh ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFbxSceneImportOptionsStaticMesh

code: class UFbxSceneImportOptionsStaticMesh : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bAutoGenerateCollision

description: If checked, collision will automatically be generated (ignored if custom collision is imported or used).

bOneConvexHullPerUCX

description: If checked, one convex hull per UCX_ prefixed collision mesh will be generated instead of decomposing into multiple hulls

bRemoveDegenerates

description: Disabling this option will keep degenerate triangles found.

NormalGenerationMethod

type: EFBXSceneNormal...

description: Use the MikkTSpace tangent space generator for generating normals and tangents on the mesh

NormalImportMethod

description: Enabling this option will read the tangents(tangent,binormal,normal) from FBX file instead of generating them automatically.

StaticMeshLODGroup

type: FName

description: For static meshes, enabling this option will combine all meshes in the FBX into a single monolithic mesh in Unreal

VertexColorImportOption

type: EFbxSceneVertex...

description: Specify how vertex colors should be imported

VertexOverrideColor

type: FColor

description: Specify override color in the case that VertexColorImportOption is set to Override


description: This function add the last import content type to the asset registry which is use by the thumbnail overlay of the skeletal mesh

code: virtual void AppendAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags )


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: bool GetImportContentFilename ( [FString](API\Runtime\Core\Containers\FString) & OutFilename, [FString](API\Runtime\Core\Containers\FString) & OutFilenameLabel ) const


description: Gets or creates fbx import data for the specified skeletal mesh

code: static [UFbxSkeletalMeshImportData](API\Editor\UnrealEd\Factories\UFbxSkeletalMeshImportData) * GetImportDataForSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [UFbxSkeletalMeshImportData](API\Editor\UnrealEd\Factories\UFbxSkeletalMeshImportData) * TemplateForCreation )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: UFbxSkeletalMeshImportData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFbxSkeletalMeshImportData

description: Import data and options used when importing a static mesh from fbx Notes:

code: class UFbxSkeletalMeshImportData : public [UFbxMeshImportData](API\Editor\UnrealEd\Factories\UFbxMeshImportData)

bImportMeshesInBoneHierarchy

type: uint32: 1

description: If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones.

bImportMorphTargets

description: True to import morph target meshes from the FBX file

bImportVertexAttributes

description: True to import per-vertex attributes from the FBX file

bKeepSectionsSeparate

description: If checked, sections with matching materials are kept separate and will not get combined.

bPreserveSmoothingGroups

description: If checked, triangles with non-matching smoothing groups will be physically split.

bUpdateSkeletonReferencePose

description: Enable this option to update Skeleton (of the mesh)'s reference pose.

description: Enable this option to use frame 0 as reference pose

ImportContentType

description: Filter the content we want to import from the incoming FBX skeletal mesh.

LastImportContentType

description: The value of the content type during the last import.

MorphThresholdPosition

type: float

ThresholdUV

description: Threshold to compare UV equality.

VertexColorImportOption

type: TEnumAsByte<EV...


description: Gets or creates fbx import data for the specified static mesh

code: static [UFbxStaticMeshImportData](API\Editor\UnrealEd\Factories\UFbxStaticMeshImportData) * GetImportDataForStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [UFbxStaticMeshImportData](API\Editor\UnrealEd\Factories\UFbxStaticMeshImportData) * TemplateForCreation )


className: UFbxStaticMeshImportData

code: class UFbxStaticMeshImportData : public [UFbxMeshImportData](API\Editor\UnrealEd\Factories\UFbxMeshImportData)

bAutoGenerateCollision

description: If checked, collision will automatically be generated (ignored if custom collision is imported or used).

bBuildNanite

description: For static meshes, enabling this option will allow you to use Nanite rendering at runtime.

bCombineMeshes

description: For static meshes, enabling this option will combine all meshes in the FBX into a single monolithic mesh in Unreal

bOneConvexHullPerUCX

description: If checked, one convex hull per UCX_ prefixed collision mesh will be generated instead of decomposing into multiple hulls

bRemoveDegenerates

description: Disabling this option will keep degenerate triangles found.

DistanceFieldResolutionScale

description: Scale to apply to the mesh when allocating the distance field volume texture.

StaticMeshLODGroup

description: The LODGroup to associate with this mesh when it is imported

description: Specify how vertex colors should be imported


code: UFbxStaticMeshImportData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UFbxTextureImportData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFbxTextureImportData

description: Import data and options used when importing any mesh from FBX

code: class UFbxTextureImportData : public [UFbxAssetImportData](API\Editor\UnrealEd\Factories\UFbxAssetImportData)

BaseColorName

type: FString

BaseMaterialName

type: FSoftObjectPath

description: Base material to instance from when importing materials.

bInvertNormalMaps

description: If importing textures is enabled, this option will cause normal map Y (Green) values to be inverted

bUseBaseMaterial

description: Transient, ImportUI customize helper to store if we must show or not the BaseMaterialName property.

MaterialSearchLocation

type: EMaterialSearch...

description: Specify where we should search for matching materials when importing


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: UFontFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFontFactory

description: FontFactory: Creates a Font Factory.

code: class UFontFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description:
Check to see if the handler is capable of reimporting the object
true if this handler is capable of reimporting the provided object

code: virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


className: EBatchCreateFontAsset

code: enum EBatchCreateFontAsset { Unknown, Cancel, Yes, No, }


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


description:
Create a new object by importing it from a binary buffer.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateBinary ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const uint8 *& Buffer, const uint8 * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Get the import priority for this handler. Import handlers with higher priority values will take precedent over lower priorities.

code: virtual int32 GetPriority() const


description: Attempt to reimport the specified object from its sourceEReimportResult::Succeededif this handler was able to handle reimporting the provided object,EReimportResult::Failedif this handler was unable to handle reimporting the provided object orEReimportResult::Cancelledif the handler was cancelled part-way through re-importing the provided object.

code: virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description: Sets the reimport path(s) for the specified object

code: virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths )


code: UFontFileImportFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFontFileImportFactory

description: FontFactory: Creates a Font Factory.

code: class UFontFileImportFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


code: UForceFeedbackAttenuationFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UForceFeedbackAttenuationFactory

description: ForceFeedbackAttenuationFactory.

code: class UForceFeedbackAttenuationFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: UForceFeedbackEffectFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UForceFeedbackEffectFactory

code: class UForceFeedbackEffectFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: UHapticFeedbackEffectBufferFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UHapticFeedbackEffectBufferFactory

code: class UHapticFeedbackEffectBufferFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: UHapticFeedbackEffectCurveFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UHapticFeedbackEffectCurveFactory

code: class UHapticFeedbackEffectCurveFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: UHapticFeedbackEffectSoundWaveFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UHapticFeedbackEffectSoundWaveFactory

code: class UHapticFeedbackEffectSoundWaveFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


code: virtual bool IsInterchangeFactory() const


code: virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


code: virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, int32 SourceFileIndex )


code: virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths )


description: Sets the reimport path(s) for the specified object at the specified index

code: virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [FString](API\Runtime\Core\Containers\FString) & NewReimportPath, const int32 SourceIndex )


description: If we want to import a specific source index and there is some settings to update in the asset import data before starting the re-import.

code: virtual void SetReimportSourceIndex ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const int32 SourceIndex )


code: UInterchangeReimportHandler ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UInterchangeReimportHandler

description: ThisFReimportHandlerclass is temporary until we remove theUFactoryimport/reimport code. We use this ReimportHandler factory to make sure the set reimport is not touching theUInterchangeAssetImportDatawhen reimporting an asset

code: class UInterchangeReimportHandler : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)


description:
Create a new object by importing it from a text buffer.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateText ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const TCHAR *& Buffer, const TCHAR * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: ULevelFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ULevelFactory

description: LevelFactory.

code: class ULevelFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


code: virtual bool ConfigureProperties()