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