/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class PBRuleNodeRepeat extends PBRuleNodeBase native(ProcBuilding) collapsecategories hidecategories(Object) dependson(ProcBuildingRuleset); var() EProcBuildingAxis RepeatAxis; var() float RepeatMaxSize; cpptext { virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent); // Editor virtual FString GetRuleNodeTitle(); } defaultproperties { RepeatAxis=EPBAxis_Z RepeatMaxSize=512 }