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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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