42 lines
1.5 KiB
Ucode
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"
|
|
}
|