/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class PBRuleNodeRandom extends PBRuleNodeBase native(ProcBuilding) collapsecategories hidecategories(Object); /** How many outputs are created for this node */ var() INT NumOutputs; /** Min number of the outputs will be executed */ var() INT MinNumExecuted; /** Max number of the outputs will be executed */ var() INT MaxNumExecuted; cpptext { // UObject interface virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); // PBRuleNodeBase interface virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent); // Editor virtual FString GetRuleNodeTitle(); } defaultproperties { NumOutputs=2 MinNumExecuted=1 MaxNumExecuted=1 NextRules.Empty NextRules[0]=(LinkName="0") NextRules[1]=(LinkName="1") }