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 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 |
/** * SeqAct_PrepareMapChange * * Kismet action exposing kicking off async map changes * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqAct_PrepareMapChange extends SeqAct_Latent native(Sequence); /** The main level that should be transitioned to. */ var() name MainLevelName; /** Additional secondary levels that should be pre-loaded before the switcheroo. */ var() array<name> InitiallyLoadedSecondaryLevelNames; /** If this is TRUE, then a much larger time slice will be given to the loading code (useful for loading during a movie, etc) */ var() bool bIsHighPriority; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { InputLinks(0)=(LinkDesc="PrepareLoad") ObjName="Prepare Map Change" ObjCategory="Level" Name="Default__SeqAct_PrepareMapChange" ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |