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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.SequenceObject | +-- Engine.SequenceOp | +-- Engine.SequenceAction | +-- Engine.SeqAct_AttachToActor
Variables Summary | |
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SeqAct_AttachToActor | |
bool | bDetach |
bool | bHardAttach |
Name | BoneName |
bool | bUseRelativeOffset |
bool | bUseRelativeRotation |
vector | RelativeOffset |
Rotator | RelativeRotation |
Inherited Variables from Engine.SequenceAction |
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bCallHandler, HandlerName, Targets |
Inherited Variables from Engine.SequenceOp |
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ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks |
Structures Summary |
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Inherited Structures from Engine.SequenceOp |
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SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink |
Functions Summary |
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Inherited Functions from Engine.SequenceOp |
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Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset |
Variables Detail |
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if true, then attachments will be detached.
Should hard attach to the actor
Bone Name to use for attachment
true if attachment should be set relatively to the target, using an offset
Use relative rotation offset
offset to use when attaching
relative rotation
Defaultproperties |
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defaultproperties { bHardAttach=True VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Attachment",MinVars=1,MaxVars=255) ObjClassVersion=2 ObjName="Attach to Actor" ObjCategory="Actor" Name="Default__SeqAct_AttachToActor" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
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