/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. * Node which creates a texture parameter and outputs the texture object itself, instead of sampling the texture first. * This is used with material functions to implement texture parameters without actually putting the parameter in the function. */ class MaterialExpressionTextureObjectParameter extends MaterialExpressionTextureSampleParameter native(Material) collapsecategories hidecategories(Object); cpptext { virtual FString GetCaption() const; virtual const TCHAR* GetRequirements(); virtual const TArray GetInputs(); virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex); virtual INT CompilePreview(FMaterialCompiler* Compiler, INT OutputIndex); } defaultproperties { Texture=Texture2D'EngineResources.DefaultTexture' MenuCategories(0)="Texture" MenuCategories(1)="Parameters" // Clear the existing outputs from the parent class Outputs.Empty Outputs(0)=(OutputName="") }