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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SeqAct_Trace extends SequenceAction native(Sequence); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Should actors be traced against? */ var() bool bTraceActors; /** Should the world be traced against? */ var() bool bTraceWorld; /** What extent should be used for the trace? */ var() vector TraceExtent; var() vector StartOffset, EndOffset; var() editconst Object HitObject; var() editconst float Distance; defaultproperties { bTraceWorld=True OutputLinks(0)=(LinkDesc="Not Obstructed") OutputLinks(1)=(LinkDesc="Obstructed") VariableLinks(0)=(LinkDesc="Start",PropertyName=) VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="End",MinVars=1,MaxVars=255) VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="HitObject",PropertyName="HitObject",bWriteable=True,MinVars=1,MaxVars=255) VariableLinks(3)=(ExpectedType=Class'Engine.SeqVar_Float',LinkDesc="Distance",PropertyName="Distance",bWriteable=True,MinVars=1,MaxVars=255) ObjName="Trace" ObjCategory="Level" Name="Default__SeqAct_Trace" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
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