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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class ImageBasedReflectionComponent extends StaticMeshComponent
native(Mesh)
hidecategories(StaticMeshComponent)
placeable
editinlinenew;
/** Whether to render the reflection. */
var() bool bEnabled;
/** Whether the reflection should be visible from the back. */
var() bool bTwoSided;
/**
* Texture that will be applied to this reflection.
* This texture will be used in a texture array and therefore must have the same size, number of mips, texture group settings and format
* As the ReflectionTexture of every ImageBasedReflectionComponent that can be loaded at the same time.
*/
var() Texture2D ReflectionTexture;
/** Color that will be multiplied against ReflectionTexture. Alpha is a brightness control. */
var() interp LinearColor ReflectionColor;
cpptext
{
protected:
// ActorComponent interface.
virtual UBOOL IsValidComponent() const { return ReflectionTexture != NULL; }
virtual void Attach();
virtual void UpdateTransform();
virtual void Detach( UBOOL bWillReattach = FALSE );
virtual FPrimitiveSceneProxy* CreateSceneProxy();
virtual void PostLoad();
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
}
/**
* Changes the enabled state of the image reflection component.
* @param bSetEnabled - The new value for bEnabled.
*/
native final function SetEnabled(bool bSetEnabled);
native final function UpdateImageReflectionParameters();
/** Called from matinee code when ReflectionColor property changes. */
function OnUpdatePropertyReflectionColor()
{
UpdateImageReflectionParameters();
}
defaultproperties
{
bEnabled=true
ReflectionTexture=Texture2D'Engine_MI_Shaders.Textures.DefaultReflectionTexture_IBR'
Materials(0)=Material'EditorMaterials.Utilities.ImageReflectionPreview'
ReflectionColor=(R=1.0f, G=1.0f, B=1.0f, A=1.0f)
StaticMesh=StaticMesh'EditorMeshes.TexPropPlane'
bCastDynamicShadow=FALSE
BlockRigidBody=FALSE
CollideActors=FALSE
bForceDirectLightMap=FALSE
bAcceptsDynamicLights=FALSE
bAcceptsLights=FALSE
CastShadow=FALSE
bUsePrecomputedShadows=FALSE
bAcceptsStaticDecals=FALSE
bAcceptsDynamicDecals=FALSE
bUseAsOccluder=FALSE
HiddenGame=true
WireframeColor=(R=100,G=100,B=200,A=255)
}