// Copyright Epic Games, Inc. All Rights Reserved. #include "ProxyAssetFactory.h" #include "ProxyTable.h" UProxyAssetFactory::UProxyAssetFactory() { bCreateNew = true; bEditAfterNew = true; SupportedClass = UProxyAsset::StaticClass(); } bool UProxyAssetFactory::ConfigureProperties() { return true; } UObject* UProxyAssetFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn, FName CallingContext) { UProxyAsset* Asset = NewObject(InParent, Class, Name, Flags | RF_Public | RF_Standalone | RF_Transactional | RF_LoadCompleted); Asset->Guid = FGuid::NewGuid(); return Asset; }