/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class PBRuleNodeSubRuleset extends PBRuleNodeBase native(ProcBuilding) collapsecategories hidecategories(Object); /** This controls how far away this region will change to a simple quad, as a scale of the SimpleMeshMassiveLODDistance of the lowest LOD mesh. Should be less than 1.0 */ var() ProcBuildingRuleset SubRuleset; cpptext { // 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 FColor GetRuleNodeTitleColor(); } defaultproperties { NextRules.Empty() }