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UnrealEngineUWP/Engine/Source/Editor/EnvironmentQueryEditor/Private/EnvironmentQueryFactory.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "EnvironmentQueryEditorPrivatePCH.h"
#include "EnvironmentQueryEditorModule.h"
UEnvironmentQueryFactory::UEnvironmentQueryFactory(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
SupportedClass = UEnvQuery::StaticClass();
bEditAfterNew = true;
// Check ini to see if we should enable creation
bool bEnableEnvironmentQueryEd=false;
GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnableEnvironmentQueryEd, GEngineIni);
bCreateNew = bEnableEnvironmentQueryEd;
}
UObject* UEnvironmentQueryFactory::FactoryCreateNew(UClass* Class,UObject* InParent,FName Name,EObjectFlags Flags,UObject* Context,FFeedbackContext* Warn)
{
check(Class->IsChildOf(UEnvQuery::StaticClass()));
return ConstructObject<UEnvQuery>(Class, InParent, Name, Flags);
}