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