/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class MaterialExpressionMeshSubUV extends MaterialExpressionTextureSample native(Material); cpptext { virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex); virtual INT GetWidth() const; virtual FString GetCaption() const; virtual INT GetLabelPadding() { return 8; } } defaultproperties { MenuCategories(0)="Texture" MenuCategories(1)="Particles" Outputs(0)=(OutputName="",Mask=1,MaskR=1,MaskG=1,MaskB=1,MaskA=0) Outputs(1)=(OutputName="",Mask=1,MaskR=1,MaskG=0,MaskB=0,MaskA=0) Outputs(2)=(OutputName="",Mask=1,MaskR=0,MaskG=1,MaskB=0,MaskA=0) Outputs(3)=(OutputName="",Mask=1,MaskR=0,MaskG=0,MaskB=1,MaskA=0) Outputs(4)=(OutputName="",Mask=1,MaskR=0,MaskG=0,MaskB=0,MaskA=1) }