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// Unreal Procedural Mesh // Written by .:..: Class ProceduralMesh extends Info Native; enum EDepthMapType { DM_Red, DM_Green, DM_Blue, DM_Total }; struct WavesEntryType { var() Texture WaveTexture; // The texture to use heightmaps from var() EDepthMapType DepthMapColor; // The color thats detected as heightmap var() vector WaveDirection; // Direction of the waves var() float WaveDepth; // Maximum depth of the waves var() float WaveMapX[2],WaveMapY[2]; // X/Y wave texture coords (Min/Max). }; var() array<WavesEntryType> Waves; var() int UsingMeshFrame; // Use animation keyframe of the model (not for skeletal meshes) // Reset the fluid model with new parms etc... native(1743) final function ResetModel(); defaultproperties { bHidden=False bNoDelete=True RemoteRole=ROLE_None Skin=Texture'Engine.DefaultTexture' RenderIteratorClass=Class'Engine.ProceduralMeshRI' } |
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