/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ParticleModuleMeshMaterial extends ParticleModuleMaterialBase native(Particle) editinlinenew hidecategories(Object); //============================================================================= // Properties //============================================================================= /** The array of materials to apply to the mesh particles. */ var(MeshMaterials) array MeshMaterials; //============================================================================= // C++ //============================================================================= cpptext { /** * Called on a particle that is freshly spawned by the emitter. * * @param Owner The FParticleEmitterInstance that spawned the particle. * @param Offset The modules offset into the data payload of the particle. * @param SpawnTime The time of the spawn. */ virtual void Spawn(FParticleEmitterInstance* Owner, INT Offset, FLOAT SpawnTime); /** * Returns the number of bytes the module requires in the emitters 'per-instance' data block. * * @param Owner The FParticleEmitterInstance that 'owns' the particle. * * @return UINT The number fo bytes the module needs per emitter instance. */ virtual UINT RequiredBytesPerInstance(FParticleEmitterInstance* Owner = NULL); } //============================================================================= // Default properties //============================================================================= defaultproperties { bSpawnModule=true bUpdateModule=true }