/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class MaterialExpressionTime extends MaterialExpression native(Material) collapsecategories hidecategories(Object); /** This time continues advancing regardless of whether the game is paused. */ var() bool bIgnorePause; cpptext { virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex); virtual FString GetCaption() const; /** * @return TRUE if the expression preview needs realtime update */ virtual UBOOL NeedsRealtimePreview() { return TRUE; } } defaultproperties { MenuCategories(0)="Utility" MenuCategories(1)="WorldPosOffset" }