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/** * A ModifyObjectList Action is used to manipulate an ObjectListVar or a set * of ObjectListVars. * * Basically, a ModifyObjectList Action should be thought of as the operations * that can be done to a set of ObjectLists. You have the Action point to a set of * ObjectLists and then you use the normal kismet firing of events to * cause the Action to affect the Lists. * * * The action provides a number of actions: * * Add: This will add objects that are being referenced to the List(s) * Remove: This will remove objects that are being referenced from the List(s) * Empty: This will remove all objects in the List(s) * * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * @todo - this should be a conditional */ class SeqAct_ModifyObjectList extends SeqAct_SetSequenceVariable native(Sequence); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) var() editconst int ListEntriesCount; defaultproperties { InputLinks(0)=(LinkDesc="Add To List") InputLinks(1)=(LinkDesc="Remove From List") InputLinks(2)=(LinkDesc="Empty List") VariableLinks(0)=(LinkDesc="ObjectRef",PropertyName=) VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_ObjectList',LinkDesc="ObjectListVar",bWriteable=True,MinVars=1,MaxVars=255) VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="ListEntriesCount",PropertyName="ListEntriesCount",bWriteable=True,MinVars=1,MaxVars=255) ObjName="Modify ObjectList" ObjCategory="Object List" Name="Default__SeqAct_ModifyObjectList" ObjectArchetype=SeqAct_SetSequenceVariable'Engine.Default__SeqAct_SetSequenceVariable' } |
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