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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqAct_AttachToActor extends SequenceAction; /** if true, then attachments will be detached. */ var() bool bDetach; /** Should hard attach to the actor */ var() bool bHardAttach; /** Bone Name to use for attachment */ var() Name BoneName; /** true if attachment should be set relatively to the target, using an offset */ var() bool bUseRelativeOffset; /** offset to use when attaching */ var() vector RelativeOffset; /** Use relative rotation offset */ var() bool bUseRelativeRotation; /** relative rotation */ var() Rotator RelativeRotation; defaultproperties { bHardAttach=True VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Attachment",MinVars=1,MaxVars=255) ObjClassVersion=2 ObjName="Attach to Actor" ObjCategory="Actor" Name="Default__SeqAct_AttachToActor" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
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