/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class DistributionFloatUniformRange extends DistributionFloat native collapsecategories hidecategories(Object) editinlinenew; /** * High value of the maximum end of the output float distribution. * Final value will be between [MinHigh..MinLow] or [MaxHigh..MaxLow] */ var() float MaxHigh; /** * Low value of the maximum end of the output float distribution. * Final value will be between [MinHigh..MinLow] or [MaxHigh..MaxLow] */ var() float MaxLow; /** * High value of the minimum end of the output float distribution. * Final value will be between [MinHigh..MinLow] or [MaxHigh..MaxLow] */ var() float MinHigh; /** * Low value of the minimum end of the output float distribution. * Final value will be between [MinHigh..MinLow] or [MaxHigh..MaxLow] */ var() float MinLow; /** * If TRUE, mirror the MaxHigh, MinHigh values in the MaxLow, MinLow values * ie, MinHigh = -MaxHigh; MinLow = -MaxLow */ var() bool bMirrorMaxMin; cpptext { virtual void PostLoad(); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); virtual FLOAT GetValue( FLOAT F = 0.f, UObject* Data = NULL, class FRandomStream* InRandomStream = NULL ); #if !CONSOLE /** * Return the operation used at runtime to calculate the final value */ virtual ERawDistributionOperation GetOperation(); /** * Fill out an array of floats and return the number of elements in the entry * * @param Time The time to evaluate the distribution * @param Values An array of values to be filled out, guaranteed to be big enough for 4 floats * @return The number of elements (values) set in the array */ virtual DWORD InitializeRawEntry(FLOAT Time, FLOAT* Values); #endif // FCurveEdInterface interface virtual INT GetNumKeys(); virtual INT GetNumSubCurves() const; /** * Provides the color for the sub-curve button that is present on the curve tab. * * @param SubCurveIndex The index of the sub-curve. Cannot be negative nor greater or equal to the number of sub-curves. * @param bIsSubCurveHidden Is the curve hidden? * @return The color associated to the given sub-curve index. */ virtual FColor GetSubCurveButtonColor(INT SubCurveIndex, UBOOL bIsSubCurveHidden) const; virtual FLOAT GetKeyIn(INT KeyIndex); virtual FLOAT GetKeyOut(INT SubIndex, INT KeyIndex); /** * Provides the color for the given key at the given sub-curve. * * @param SubIndex The index of the sub-curve * @param KeyIndex The index of the key in the sub-curve * @param[in] CurveColor The color of the curve * @return The color that is associated the given key at the given sub-curve */ virtual FColor GetKeyColor(INT SubIndex, INT KeyIndex, const FColor& CurveColor); virtual void GetInRange(FLOAT& MinIn, FLOAT& MaxIn); virtual void GetOutRange(FLOAT& MinOut, FLOAT& MaxOut); virtual BYTE GetKeyInterpMode(INT KeyIndex); virtual void GetTangents(INT SubIndex, INT KeyIndex, FLOAT& ArriveTangent, FLOAT& LeaveTangent); virtual FLOAT EvalSub(INT SubIndex, FLOAT InVal); virtual INT CreateNewKey(FLOAT KeyIn); virtual void DeleteKey(INT KeyIndex); virtual INT SetKeyIn(INT KeyIndex, FLOAT NewInVal); virtual void SetKeyOut(INT SubIndex, INT KeyIndex, FLOAT NewOutVal); virtual void SetKeyInterpMode(INT KeyIndex, EInterpCurveMode NewMode); virtual void SetTangents(INT SubIndex, INT KeyIndex, FLOAT ArriveTangent, FLOAT LeaveTangent); } defaultproperties { bCanBeBaked=false }