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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 | |
|---|---|
| SeqAct_AttachToActor | |
| bool | bDetach |
| bool | bHardAttach |
| Name | BoneName |
| bool | bUseRelativeOffset |
| bool | bUseRelativeRotation |
| vector | RelativeOffset |
| Rotator | RelativeRotation |
| Inherited Variables from Engine.SequenceAction |
|---|
| bCallHandler, HandlerName, Targets |
| Inherited Variables from Engine.SequenceOp |
|---|
| ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks |
| Structures Summary |
|---|
| Inherited Structures from Engine.SequenceOp |
|---|
| SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink |
| Functions Summary |
|---|
| Inherited Functions from Engine.SequenceOp |
|---|
| Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset |
| Variables Detail |
|---|
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 |
|---|
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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