/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class MaterialExpressionFunctionOutput extends MaterialExpression native(Material) hidecategories(object); /** The output's name, which will be drawn on the connector in function call expressions that use this function. */ var() string OutputName; /** The output's description, which will be used as a tooltip on the connector in function call expressions that use this function. */ var() string Description; /** Controls where the output is displayed relative to the other outputs. */ var() int SortPriority; /** Stores the expression in the material function connected to this output. */ var ExpressionInput A; /** Whether this output was previewed the last time this function was edited. */ var bool bLastPreviewed; /** Id of this input, used to maintain references through name changes. */ var const guid Id; cpptext { // UObject interface virtual void PostLoad(); virtual void PostDuplicate(); virtual void PostEditImport(); virtual void PreEditChange(UProperty* PropertyAboutToChange); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); // UMaterialExpression interface virtual FString GetCaption() const; /** * 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 ); virtual FString GetInputName(INT InputIndex) const { return TEXT(""); } virtual void GetExpressionToolTip(TArray& OutToolTip); virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex); /** Generates the Id for this input. */ void ConditionallyGenerateId(UBOOL bForce); /** Validates OutputName. Must be called after OutputName is changed to prevent duplicate outputs. */ void ValidateName(); }; defaultproperties { bShowOutputs=False OutputName="Result" MenuCategories(0)="Functions" BorderColor=(R=255,G=155,B=0) }