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/** * When adding new functionality to this you will sadly need to touch a number of places: * * MaterialInstanceTimeVarying.uc for the actual data that will be used in the game * MaterialEditorInstanceTimeVarying.uc for the editor property dialog that will be used to edit the data you just added * * void UMaterialEditorInstanceTimeVarying::CopyToSourceInstance() * template< typename MI_TYPE, typename ARRAY_TYPE > (this copies * void UpdateParameterValueOverTimeValues( * * void UMaterialEditorInstanceTimeVarying::RegenerateArrays() * * the various void UMaterialInstanceTimeVarying::Set (to set the defaul values) * * static void UpdateMICResources(UMaterialInstanceTimeVarying* Instance) (to send the data over to the rendering thread (if it needs it) * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class MaterialInstanceTimeVarying extends MaterialInstance native(Material); struct native ParameterValueOverTime { var guid ExpressionGUID; /** when this is parameter is to start "ticking" then this value will be set to the current game time **/ var float StartTime; var() name ParameterName; /** if true, then the CycleTime is the loop time and time loops **/ var() bool bLoop; /** This will auto activate this param **/ var() bool bAutoActivate; /** this controls time normalization and the loop time **/ var() float CycleTime; /** if true, then the CycleTime is used to scale time so all keys are between zero and one **/ var() bool bNormalizeTime; structdefaultproperties { bLoop=FALSE bAutoActivate=FALSE CycleTime=1.0f bNormalizeTime=FALSE } }; struct native FontParameterValueOverTime extends ParameterValueOverTime { var() Font FontValue; var() int FontPage; }; struct native ScalarParameterValueOverTime extends ParameterValueOverTime { /** This allows MITVs to have both single scalar and curve values **/ var() float ParameterValue; /** This will automatically be used if there are any values in this Curve **/ var() InterpCurveFloat ParameterValueCurve; }; struct native TextureParameterValueOverTime extends ParameterValueOverTime { var() Texture ParameterValue; }; struct native VectorParameterValueOverTime extends ParameterValueOverTime { var() LinearColor ParameterValue; /** This will automatically be used if there are any values in this Curve **/ var() InterpCurveVector ParameterValueCurve; }; /** causes all parameters to start playing immediately **/ var() bool bAutoActivateAll; var() const array<FontParameterValueOverTime> FontParameterValues; var() const array<ScalarParameterValueOverTime> ScalarParameterValues; var() const array<TextureParameterValueOverTime> TextureParameterValues; var() const array<VectorParameterValueOverTime> VectorParameterValues; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // SetParent - Updates the parent. native function SetParent(MaterialInterface NewParent); // Set*ParameterValue - Updates the entry in ParameterValues for the named parameter, or adds a new entry. /** * For MITVs you can utilize both single Scalar values and InterpCurve values. * * If there is any data in the InterpCurve, then the MITV will utilize that. Else it will utilize the Scalar value * of the same name. **/ native function SetScalarParameterValue(name ParameterName, float Value); native function SetScalarCurveParameterValue(name ParameterName, InterpCurveFloat Value); /** This sets how long after the MITV has been spawned to start "ticking" the named Scalar InterpCurve **/ native function SetScalarStartTime(name ParameterName, float Value); native function SetTextureParameterValue(name ParameterName, Texture Value); native function SetVectorParameterValue(name ParameterName, LinearColor Value); native function SetVectorCurveParameterValue(name ParameterName, InterpCurveVector Value); /** This sets how long after the MITV has been spawned to start "ticking" the named Scalar InterpCurve **/ native function SetVectorStartTime(name ParameterName, float Value); /** * Sets the value of the given font parameter. * * @param ParameterName The name of the font parameter * @param OutFontValue New font value to set for this MIC * @param OutFontPage New font page value to set for this MIC */ native function SetFontParameterValue(name ParameterName, Font FontValue, int FontPage); /** Removes all parameter values */ native function ClearParameterValues(); defaultproperties { Name="Default__MaterialInstanceTimeVarying" ObjectArchetype=MaterialInstance'Engine.Default__MaterialInstance' } |
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