Files
UnrealEngineUWP/Engine/Source/Editor/EnvironmentQueryEditor/Private/EnvironmentQueryFactory.cpp
Mieszko Zielinski fea9d66d25 Extracting AI code from the engine into a separate module, pass 1 #UE4
- merged over from Fortnite branch
- includes adjusting all game projects that use AI code
- contains a nasty AIModule <-> Engine circular dependency. To be removed ASAP

[CL 2085468 by Mieszko Zielinski in Main branch]
2014-05-29 17:06:50 -04:00

23 lines
909 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;
// 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);
}