/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class PBRuleNodeOcclusion extends PBRuleNodeBase native(ProcBuilding) collapsecategories hidecategories(Object) dependson(ProcBuildingRuleset); cpptext { // PBRuleNodeBase interface virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent); // Editor virtual FString GetRuleNodeTitle(); } defaultproperties { NextRules[0]=(LinkName="Clear") NextRules[1]=(LinkName="Partial") NextRules[2]=(LinkName="Blocked") }