/** * 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 }