Files
BallisticsDocs/Source/EasyBallisticsEditor/Private/EBBulletActorFactory.cpp
T
2025-07-02 22:40:58 -07:00

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1.4 KiB
C++

// Copyright 2016 Mookie. All Rights Reserved.
#include "EBBulletActorFactory.h"
#include "EBBullet.h"
#include "AssetToolsModule.h"
#include "Engine/World.h"
#define LOCTEXT_NAMESPACE "EBBulletActorFactory"
UEBBulletActorFactory::UEBBulletActorFactory()
{
DisplayName = LOCTEXT("EBBulletActorDisplayName", "Bullet Actor");
NewActorClass = AEBBullet::StaticClass();
bUseSurfaceOrientation = true;
}
bool UEBBulletActorFactory::CanCreateActorFrom(const FAssetData& AssetData, FText& OutErrorMsg)
{
return true;
}
AActor* UEBBulletActorFactory::SpawnActor(UObject* InAsset, ULevel* InLevel, const FTransform& InTransform, const FActorSpawnParameters& InSpawnParams)
{
return InLevel->OwningWorld->SpawnActor<AEBBullet>(NewActorClass, InTransform, InSpawnParams);
}
UClass* FEBBulletActorFactory::GetSupportedClass() const
{
return AEBBullet::StaticClass();
}
uint32 FEBBulletActorFactory::GetCategories()
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
return AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Ballistics")), LOCTEXT("BallisticsCategory", "Ballistics"));
}
FText FEBBulletActorFactory::GetAssetDescription(const FAssetData& AssetData) const
{
return LOCTEXT("EBBulletActorDescription", "A ballistic projectile actor with realistic physics simulation including drag, atmospheric effects, penetration, and ricochets.");
}
#undef LOCTEXT_NAMESPACE