// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ActorFactories/ActorFactoryBoxVolume.h" #include "Math/Transform.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "ActorFactoryProceduralFoliage.generated.h" class AActor; class FText; class UObject; struct FAssetData; UCLASS(MinimalAPI, config=Editor) class UActorFactoryProceduralFoliage : public UActorFactoryBoxVolume { GENERATED_UCLASS_BODY() //~ Begin UActorFactory Interface virtual bool PreSpawnActor(UObject* Asset, FTransform& InOutLocation); virtual bool CanCreateActorFrom( const FAssetData& AssetData, FText& OutErrorMsg ) override; virtual void PostSpawnActor( UObject* Asset, AActor* NewActor) override; virtual UObject* GetAssetFromActorInstance(AActor* ActorInstance) override; //~ End UActorFactory Interface };