/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class PBRuleNodeVariation extends PBRuleNodeBase native(ProcBuilding) collapsecategories hidecategories(Object); /** If TRUE, choose output based on variation of scope to left of this one, rather than this one. */ var() bool bVariationOfScopeOnLeft; cpptext { // PBRuleNodeVariation interface virtual void RegenVariationOutputs(UProcBuildingRuleset* Ruleset); INT GetVariationOutputIndex(AProcBuilding* BaseBuilding, INT TopLevelScopeIndex); // PBRuleNodeBase interface virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent); virtual class UPBRuleNodeCorner* GetCornerNode(UBOOL bTop, AProcBuilding* BaseBuilding, INT TopLevelScopeIndex); // Editor virtual FString GetRuleNodeTitle(); virtual void RuleNodeCreated(UProcBuildingRuleset* Ruleset); } defaultproperties { NextRules[0]=(LinkName="Default") }