/** * 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 &OutParameterNames, TArray &OutParameterIds); } defaultproperties { bIsParameterExpression=true MenuCategories(0)="Font" MenuCategories(1)="Parameters" }