Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 |
/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqAct_AIMoveToActor extends SeqAct_Latent native(Sequence); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Should this move be interruptable? */ var() bool bInterruptable; defaultproperties { OutputLinks(2)=(LinkDesc="Out") VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Destination",MinVars=1,MaxVars=255) VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Look At",MinVars=1,MaxVars=255) ObjClassVersion=2 ObjName="Move To Actor (Latent)" ObjCategory="AI" Name="Default__SeqAct_AIMoveToActor" ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |