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Core.DistributionFloat


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class DistributionFloat extends Component
	inherits(FCurveEdInterface)
	native
	collapsecategories
	hidecategories(Object)
	editinlinenew
	abstract;

struct native RawDistributionFloat extends RawDistribution
{
structcpptext
{
#if !CONSOLE
	/**
	 * Initialize a raw distribution from the original Unreal distribution
	 */
	void Initialize();
#endif
	 	
	/**
	 * Gets a pointer to the raw distribution if you can just call FRawDistribution::GetValue1 on it, otherwise NULL 
	 */
	const FRawDistribution* GetFastRawDistribution();

	/**
	 * Get the value at the specified F
	 */
	FLOAT GetValue(FLOAT F=0.0f, UObject* Data=NULL);

	/**
	 * Get the min and max values
	 */
	void GetOutRange(FLOAT& MinOut, FLOAT& MaxOut);

	/**
	 * Is this distribution a uniform type? (ie, does it have two values per entry?)
	 */
	inline UBOOL IsUniform() { return LookupTableNumElements == 2; }
}

	var() export noclear DistributionFloat Distribution;
};

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/** Can this variable be baked out to a FRawDistribution? Should be TRUE 99% of the time*/
var(Baked) bool bCanBeBaked;

/** Set internally when the distribution is updated so that that FRawDistribution can know to update itself*/
var bool bIsDirty;

defaultproperties
{
   bCanBeBaked=True
   bIsDirty=True
   Name="Default__DistributionFloat"
   ObjectArchetype=Component'Core.Default__Component'
}

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Class file time: tr 31-1-2018 17:17:52.000 - Creation time: sk 18-3-2018 10:01:07.027 - Created with UnCodeX