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/*============================================================================= ApexAsset.uc: Wrapper for an NxApexAsset, an APEX base class. Apex Asset Copyright 2008-2009 NVIDIA corporation. =============================================================================*/ /**** * This is the base class for ApexAssets * **/ class ApexAsset extends Object hidecategories(Object) native(Mesh); var const editinline string OriginalApexName; var native transient const array<ApexComponentBase> ApexComponents; var() const editinlineuse editoronly array<ApexAsset> NamedReferences; var() const editconst editoronly string SourceFilePath; cpptext { public: /** Display strings for the generic browser */ virtual TArray<FString> GetGenericBrowserInfo(); /** virtual method to return the number of materials used by this asset */ virtual UINT GetNumMaterials(void) const { return 0; } /** virtual method to return a particular material by index */ virtual UMaterialInterface *GetMaterial(UINT Index) const { return 0; } /** Returns the default ::NxParameterized::Interface describing the Actor Desc for this asset. */ virtual void * GetNxParameterized(void) { return 0; }; /** Returns a *copy* of the :NxParameterized::Interface for this asset. Caller must manually 'destroy' it.*/ virtual void * GetAssetNxParameterized(void) { return 0; }; /** Re-assigns the APEX material resources by name with the current array of UE3 materials */ virtual void UpdateMaterials(void) { }; virtual void ResetNamedReferences(void); virtual void AddNamedReference(class UApexAsset *obj); virtual void RemoveNamedReference(class UApexAsset *obj); virtual void NotifyApexEditMode(class ApexEditInterface *iface) { }; /** Whether the APEX asset's materials can be overridden in the actor's ApexComponent */ virtual UBOOL SupportsMaterialOverride() const { return FALSE; } protected: // Called when the Asset gets rebuilt (in editor only). void OnApexAssetLost(void); void OnApexAssetReset(void); } defaultproperties { } |
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