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KF2-Dev-Scripts/Engine/Classes/InterpTrackFloatMaterialParam.uc
2020-12-13 18:01:13 +03:00

42 lines
1.5 KiB
Ucode

class InterpTrackFloatMaterialParam extends InterpTrackFloatBase
native(Interpolation);
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
cpptext
{
virtual void PreSave();
virtual void PostLoad();
virtual void PreEditChange(UProperty* PropertyThatWillChange);
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
virtual void PostDuplicate();
// InterpTrack interface
virtual INT AddKeyframe(FLOAT Time, UInterpTrackInst* TrInst, EInterpCurveMode InitInterpMode);
virtual void PreviewUpdateTrack(FLOAT NewPosition, UInterpTrackInst* TrInst);
virtual void UpdateTrack(FLOAT NewPosition, UInterpTrackInst* TrInst, UBOOL bJump);
//virtual class UMaterial* GetTrackIcon() const;
}
/** materials whose parameters we want to change and the references to those materials
* that need to be given MICs in the same level, compiled at save time
*/
var() const array<MaterialReferenceList> Materials;
var deprecated const MaterialInterface Material;
/** Name of parameter in the MaterialInstance which this track will modify over time. */
var() name ParamName;
/** @compatibility: indicates we need to gather material references on first use
* (can't do in PostLoad() because Actors initialize components array in their own PostLoad() which might not have been called yet)
*/
var transient bool bNeedsMaterialRefsUpdate;
defaultproperties
{
TrackInstClass=class'Engine.InterpTrackInstFloatMaterialParam'
TrackTitle="Float Material Param"
}