Files
UnrealEngineUWP/Engine/Source/Editor/EnvironmentQueryEditor/Private/EnvironmentQueryFactory.cpp
Michael Noland 8e21e38390 Editor: Add UFactory::CanCreateNew and make bCreateNew a protected member
[CL 2117678 by Michael Noland in Main branch]
2014-06-26 02:59:25 -04:00

28 lines
982 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "EnvironmentQueryEditorPrivatePCH.h"
#include "EnvironmentQueryEditorModule.h"
#include "EnvironmentQuery/EnvQuery.h"
UEnvironmentQueryFactory::UEnvironmentQueryFactory(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
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 ConstructObject<UEnvQuery>(Class, InParent, Name, Flags);
}
bool UEnvironmentQueryFactory::CanCreateNew() const
{
// Check ini to see if we should enable creation
bool bEnableEnvironmentQueryEd = false;
GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnableEnvironmentQueryEd, GEngineIni);
return bEnableEnvironmentQueryEd;
}