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Engine.SeqAct_ForceMaterialMipsResident

Extends
SeqAct_Latent
Modifiers
native ( Sequence )

SeqAct_WaitForLevelsVisible Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceAction
         |   
         +-- Engine.SeqAct_Latent
            |   
            +-- Engine.SeqAct_ForceMaterialMipsResident

Variables Summary
array<Texture2D>ModifiedTextures
floatRemainingTime
SeqAct_ForceMaterialMipsResident
floatForceDuration
array<MaterialInterface>ForceMaterials
Inherited Variables from Engine.SeqAct_Latent
bAborted, LatentActors
Inherited Variables from Engine.SequenceAction
bCallHandler, HandlerName, Targets

Functions Summary
Inherited Functions from Engine.SeqAct_Latent
AbortFor, Update


Variables Detail

ModifiedTextures Source code

var array<Texture2D> ModifiedTextures;
Textures that need to reset bForceMiplevelsToBeResident to FALSE once action completes.

RemainingTime Source code

var float RemainingTime;
Time left before we reset the flag.

SeqAct_ForceMaterialMipsResident

ForceDuration Source code

var(SeqAct_ForceMaterialMipsResident) float ForceDuration;
Time to enforce the bForceMiplevelsToBeResident for.

ForceMaterials Source code

var(SeqAct_ForceMaterialMipsResident) array<MaterialInterface> ForceMaterials;
Array of Materials to set bForceMiplevelsToBeResident on their textures for the duration of this action.


Defaultproperties

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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Creation time: sk 18-3-2018 10:00:42.866 - Created with UnCodeX