Files
UnrealEngineUWP/Engine/Source/Editor/EnvironmentQueryEditor/Private/EnvironmentQueryFactory.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

34 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "EnvironmentQueryFactory.h"
#include "Misc/ConfigCacheIni.h"
#include "Settings/EditorExperimentalSettings.h"
#include "EnvironmentQuery/EnvQuery.h"
UEnvironmentQueryFactory::UEnvironmentQueryFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UEnvQuery::StaticClass();
bEditAfterNew = true;
bCreateNew = true;
}
UObject* UEnvironmentQueryFactory::FactoryCreateNew(UClass* Class,UObject* InParent,FName Name,EObjectFlags Flags,UObject* Context,FFeedbackContext* Warn)
{
check(Class->IsChildOf(UEnvQuery::StaticClass()));
return NewObject<UEnvQuery>(InParent, Class, Name, Flags);
}
bool UEnvironmentQueryFactory::CanCreateNew() const
{
if (GetDefault<UEditorExperimentalSettings>()->bEQSEditor)
{
return true;
}
// Check ini to see if we should enable creation
bool bEnableEnvironmentQueryEd = false;
GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnableEnvironmentQueryEd, GEngineIni);
return bEnableEnvironmentQueryEd;
}