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/** * SeqAct_WaitForLevelsVisible * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqAct_ForceMaterialMipsResident extends SeqAct_Latent native(Sequence); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Time to enforce the bForceMiplevelsToBeResident for. */ var() float ForceDuration; /** Array of Materials to set bForceMiplevelsToBeResident on their textures for the duration of this action. */ var() array<MaterialInterface> ForceMaterials; /** Time left before we reset the flag. */ var float RemainingTime; /** Textures that need to reset bForceMiplevelsToBeResident to FALSE once action completes. */ var array<Texture2D> ModifiedTextures; defaultproperties { ForceDuration=1.000000 InputLinks(0)=(LinkDesc="Start") ObjName="Force Material Mips Resident" ObjCategory="Misc" Name="Default__SeqAct_ForceMaterialMipsResident" ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent' } |
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