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BallisticsDocs/Source/EasyBallisticsEditor/Public/EBBulletActorFactory.h
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2025-07-02 22:40:58 -07:00

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// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetTypeActions_Base.h"
#include "ActorFactories/ActorFactory.h"
#include "EBBullet.h"
#include "EBBulletActorFactory.generated.h"
UCLASS()
class EASYBALLISTICSEDITOR_API UEBBulletActorFactory : public UActorFactory
{
GENERATED_BODY()
public:
UEBBulletActorFactory();
virtual bool CanCreateActorFrom(const FAssetData& AssetData, FText& OutErrorMsg) override;
virtual AActor* SpawnActor(UObject* InAsset, ULevel* InLevel, const FTransform& InTransform, const FActorSpawnParameters& InSpawnParams) override;
};
class FEBBulletActorFactory : public FAssetTypeActions_Base
{
public:
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBBulletActor", "Bullet Actor"); }
virtual FColor GetTypeColor() const override { return FColor(255, 100, 100); }
virtual UClass* GetSupportedClass() const override;
virtual uint32 GetCategories() override;
virtual FText GetAssetDescription(const FAssetData& AssetData) const override;
virtual bool HasActions(const TArray<UObject*>& InObjects) const override { return false; }
};