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* Unifies the different places creating a Layer Info Object or accessing "sharedassets". * Fixes UEFN not able to access created LayerInfo objects in the ContentBrowser * Adds the ability to create Landscape Layer Info Object as a regular asset (ie: without the landscape editor). Needed for example to create a Default LandscapeLayerInfoObject #preflight 628ff637911f194ea743c6f3 #rb Jonathan.Bard #ROBOMERGE-AUTHOR: luc.eygasier #ROBOMERGE-SOURCE: CL 20395352 via CL 20395370 via CL 20395392 via CL 20395403 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246) [CL 20398733 by luc eygasier in ue5-main branch]
21 lines
782 B
C++
21 lines
782 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LandscapeLayerInfoObjectFactory.h"
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#include "AssetTypeCategories.h"
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#include "LandscapeLayerInfoObject.h"
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ULandscapeLayerInfoObjectFactory::ULandscapeLayerInfoObjectFactory(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bCreateNew = true;
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bEditAfterNew = true;
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SupportedClass = ULandscapeLayerInfoObject::StaticClass();
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}
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UObject* ULandscapeLayerInfoObjectFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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ULandscapeLayerInfoObject* NewLayerInfoObject = NewObject<ULandscapeLayerInfoObject>(InParent, Class, Name, Flags | RF_Public | RF_Standalone | RF_Transactional);
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return NewLayerInfoObject;
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}
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