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Engine.UIAction_ChangeState


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/**
 * Base class for actions that change widget states.
 *
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */
class UIAction_ChangeState extends UIAction
	abstract
	native(inherit);

/**
 * If not target state is specified, then the first State in the target widget's InactiveStates array
 * that has this class will be activated
 */
var()	class<UIState>		StateType;

/**
 * (Optional)
 * the state that should be activated by this action.  Useful when a widget contains more
 * than one instance of a particular state class in its InactiveStates array (such as a focused state, and
 * a specialized version of the focused state)
 */
var()			UIState		TargetState;

/**
 * Determines whether this action was successfully executed.
 * Should be set by the handler function for this action.
 */
var		bool				bStateChangeFailed;

defaultproperties
{
   bAutoTargetOwner=True
   bCallHandler=False
   bAutoActivateOutputLinks=False
   OutputLinks(0)=(LinkDesc="Successful")
   OutputLinks(1)=(LinkDesc="Failed")
   ObjClassVersion=5
   Name="Default__UIAction_ChangeState"
   ObjectArchetype=UIAction'Engine.Default__UIAction'
}

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Class file time: tr 31-1-2018 17:18:14.000 - Creation time: sk 18-3-2018 10:01:15.867 - Created with UnCodeX