text: // Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
  
  
  #pragma once
  
  #include "CoreMinimal.h"
  #include "UObject/ObjectMacros.h"
  #include "ActorFactories/ActorFactory.h"
  #include "ActorFactoryPhysicsAsset.generated.h"
  
  class AActor;
  struct FAssetData;
  
  UCLASS(MinimalAPI, config=Editor, collapsecategories, hidecategories=Object)
  class UActorFactoryPhysicsAsset : public UActorFactory
  {
  	GENERATED_UCLASS_BODY()
  
  	//~ Begin UActorFactory Interface
  	virtual bool PreSpawnActor( UObject* Asset, FTransform& InOutLocation ) override;
  	virtual void PostSpawnActor( UObject* Asset, AActor* NewActor ) override;
  	virtual void PostCreateBlueprint( UObject* Asset, AActor* CDO ) override;
  	virtual bool CanCreateActorFrom( const FAssetData& AssetData, FText& OutErrorMsg ) override;
  	//~ End UActorFactory Interface
  };
  
  
  
  