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Engine.SeqAct_Latent


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/**
 * This is a basic action that supports latent execution on actors.  It will
 * remain active by default until all targeted actors have either finished the
 * latent behavior, or have been destroyed.
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class SeqAct_Latent extends SequenceAction
	abstract
	native(Sequence);

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/** List of all actors currently performing this op */
var array<Actor> LatentActors;

/** Indicates whether or not this latent action has been aborted */
var bool bAborted;

/**
 * Allows an actor to abort this current latent action, forcing
 * the Aborted output link to be activated instead of the default
 * one on normal completion.
 *
 * @param	latentActor - actor aborting the latent action
 */
native function AbortFor(Actor latentActor);

/** script tick interface
 * the action deactivates when this function returns false and LatentActors is empty
 * @return whether the action needs to keep ticking
 */
event bool Update(float DeltaTime);

defaultproperties
{
   bLatentExecution=True
   OutputLinks(0)=(LinkDesc="Finished")
   OutputLinks(1)=(LinkDesc="Aborted")
   ObjName="Undefined Latent"
   ObjColor=(B=0,G=128,R=128,A=255)
   Name="Default__SeqAct_Latent"
   ObjectArchetype=SequenceAction'Engine.Default__SequenceAction'
}

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Class file time: tr 31-1-2018 17:18:06.000 - Creation time: sk 18-3-2018 10:01:12.775 - Created with UnCodeX