/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. * * A material expression that routes LightmapUVs to the material. */ class MaterialExpressionLightmapUVs extends MaterialExpression native(Material) collapsecategories hidecategories(Object); cpptext { // UMaterialExpression interface. /** * Creates the new shader code chunk needed for the Abs expression * * @param Compiler - Material compiler that knows how to handle this expression * @return Index to the new FMaterialCompiler::CodeChunk entry for this expression */ virtual INT Compile( FMaterialCompiler* Compiler, INT OutputIndex ); /** * Textual description for this material expression * * @return Caption text */ virtual FString GetCaption() const; } defaultproperties { bShowOutputNameOnPin=true bHidePreviewWindow=true MenuCategories(0)="Coordinates" Outputs(0)=(OutputName="",Mask=1,MaskR=1,MaskG=1,MaskB=0,MaskA=0) }