/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class PBRuleNodeSize extends PBRuleNodeBase native(ProcBuilding) collapsecategories hidecategories(Object); /** Axis to check size of */ var() EProcBuildingAxis SizeAxis; /** If size if less than this, fire < output, otherwise fire >= */ var() float DecisionSize; /** If TRUE, uses the size of the entire building face, rather than just the area passed in to this rule */ var() bool bUseTopLevelScopeSize; cpptext { // PBRuleNodeBase interface virtual void ProcessScope(FPBScope2D& InScope, INT TopLevelScopeIndex, AProcBuilding* BaseBuilding, AProcBuilding* ScopeBuilding, UStaticMeshComponent* LODParent); // Editor virtual FString GetRuleNodeTitle(); } defaultproperties { DecisionSize=512.0 NextRules[0]=(LinkName="Less") NextRules[1]=(LinkName="Greater/Equal") }