/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class MaterialExpressionSphereMask extends MaterialExpression native(Material); /** 1 to 4 dimensional vector, should be the same type as B */ var ExpressionInput A; /** 1 to 4 dimensional vector, should be the same type as A */ var ExpressionInput B; /** in the units that A and B are measured, if not hooked up the internal constant is used */ var ExpressionInput Radius; /** 0..1 for the range of 0% to 100%, if not hooked up the internal constant is used */ var ExpressionInput Hardness; /** in the units that A and B are measured */ var() float AttenuationRadius; /** in percent 0%..100% */ var() float HardnessPercent ; cpptext { virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex); virtual FString GetCaption() const; virtual void Serialize(FArchive& Ar); /** * Replaces references to the passed in expression with references to a different expression or NULL. * @param OldExpression Expression to find reference to. * @param NewExpression Expression to replace reference with. */ virtual void SwapReferenceTo(UMaterialExpression* OldExpression,UMaterialExpression* NewExpression = NULL); } defaultproperties { AttenuationRadius=256 HardnessPercent=100 MenuCategories(0)="HighLevel" }