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KF2-Dev-Scripts/Engine/Classes/MaterialExpressionFontSampleParameter.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class MaterialExpressionFontSampleParameter extends MaterialExpressionFontSample
native(Material)
collapsecategories
hidecategories(Object);
/** name to be referenced when we want to find and set thsi parameter */
var() name ParameterName;
/** GUID that should be unique within the material, this is used for parameter renaming. */
var const guid ExpressionGUID;
/** The name of the parameter Group to display in MaterialInstance Editor. Default is None group */
var() name Group;
cpptext
{
/**
* Generate the compiled material string for this expression
* @param Compiler - shader material compiler
* @return index to the new generated expression
*/
virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex);
/**
* Caption description for this expression
* @return string caption
*/
virtual FString GetCaption() const;
/**
* Sets the default Font if none is set
*/
virtual void SetDefaultFont();
/**
* Generates a GUID for this expression if one doesn't already exist.
*
* @param bForceGeneration Whether we should generate a GUID even if it is already valid.
*/
void ConditionallyGenerateGUID(UBOOL bForceGeneration=FALSE);
/** Tries to generate a GUID. */
virtual void PostLoad();
/** Tries to generate a GUID. */
virtual void PostDuplicate();
/** Tries to generate a GUID. */
virtual void PostEditImport();
/**
* MatchesSearchQuery: Check this expression to see if it matches the search query
* @param SearchQuery - User's search query (never blank)
* @return TRUE if the expression matches the search query
*/
virtual UBOOL MatchesSearchQuery( const TCHAR* SearchQuery );
/**
* Called to get list of parameter names for static parameter sets
*/
void GetAllParameterNames(TArray<FName> &OutParameterNames, TArray<FGuid> &OutParameterIds);
}
defaultproperties
{
bIsParameterExpression=true
MenuCategories(0)="Font"
MenuCategories(1)="Parameters"
}