class ABoatsledStartLight : AHazeActor { UPROPERTY(DefaultComponent, RootComponent) USceneComponent Root; UPROPERTY(DefaultComponent, Attach = Root) UStaticMeshComponent LeftSemaphore; UPROPERTY(DefaultComponent, Attach = Root) UStaticMeshComponent RightSemaphore; UPROPERTY() TArray EmmissiveLights; UFUNCTION() void Mark(int Count) { switch(Count) { case 1: LeftSemaphore.SetMaterial(1, EmmissiveLights[0]); RightSemaphore.SetMaterial(1, EmmissiveLights[0]); break; case 2: LeftSemaphore.SetMaterial(4, EmmissiveLights[1]); RightSemaphore.SetMaterial(4, EmmissiveLights[1]); break; case 3: LeftSemaphore.SetMaterial(3, EmmissiveLights[2]); RightSemaphore.SetMaterial(3, EmmissiveLights[2]); break; case 4: LeftSemaphore.SetMaterial(2, EmmissiveLights[3]); RightSemaphore.SetMaterial(2, EmmissiveLights[3]); break; } } }