/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. * This UV node generates texture coordinates in view space centered on the particle system's MacroUVPosition, with tiling controlled by the particle system's MacroUVRadius. * It is useful for mapping a 'macro' noise texture in a continuous manner onto all particles of a particle system. */ class MaterialExpressionParticleMacroUV extends MaterialExpression native(Material); /** Whether to calculate the UVs in View space, which gives a slightly different UV position based on depth and creates a parallax effect, at the cost of texture swimming. */ var() bool bUseViewSpace; cpptext { virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex); virtual FString GetCaption() const; } defaultproperties { MenuCategories(0)="Particles" }