/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleSubUVDirect extends ParticleModuleSubUVBase native(Particle) editinlinenew hidecategories(Object); /** * The upper-left corner of the texture coordinates desired. * Value is retrieved using RelativeTime of the particle. */ var(SubUV) rawdistributionvector SubUVPosition; /** * The size of the texture sample desired. * Value is retrieved using RelativeTime of the particle. */ var(SubUV) rawdistributionvector SubUVSize; cpptext { virtual void Update(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime); virtual void UpdateSprite(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime); virtual void UpdateMesh(FParticleEmitterInstance* Owner, INT Offset, FLOAT DeltaTime); } defaultproperties { bSpawnModule=false bUpdateModule=true Begin Object Class=DistributionVectorConstant Name=DistributionSubImagePosition End Object SubUVPosition=(Distribution=DistributionSubImagePosition) Begin Object Class=DistributionVectorConstant Name=DistributionSubImageSize End Object SubUVSize=(Distribution=DistributionSubImageSize) }