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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class PBRuleNodeQuad extends PBRuleNodeBase
native(ProcBuilding)
collapsecategories
hidecategories(Object);
/** Material to apply to created quad. */
var() MaterialInterface Material;
/** How large each repeat of the texture is allowed to be along X. */
var() float RepeatMaxSizeX;
/** How large each repeat of the texture is allowed to be along Z. */
var() float RepeatMaxSizeZ;
/** Resolution of lightmap on this quad */
var() int QuadLightmapRes;
/** Amount to offset this quad along Y */
var() float YOffset;
/** If TRUE, UV range will just be 0-1, and not repeating based on RepeatMaxSize */
var() bool bDisableMaterialRepeat;
cpptext
{
// PBRuleNodeBase interface
virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent);
// Editor
virtual FString GetRuleNodeTitle();
virtual FColor GetRuleNodeTitleColor();
}
defaultproperties
{
NextRules.Empty // leaf node
RepeatMaxSizeX=512.0
RepeatMaxSizeZ=512.0
QuadLightmapRes=32
}