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Engine.SeqAct_AttachToEvent

Extends
SequenceAction
Modifiers
native ( Sequence )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceAction
         |   
         +-- Engine.SeqAct_AttachToEvent

Variables Summary
SeqAct_AttachToEvent
boolbPreferController
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

SeqAct_AttachToEvent

bPreferController Source code

var(SeqAct_AttachToEvent) bool bPreferController;
prefer to attach events to Controllers instead of Pawns (for events you want to persist beyond the target dying and respawning)


Defaultproperties

defaultproperties
{
   VariableLinks(0)=(LinkDesc="Attachee",PropertyName=)
   EventLinks(0)=(ExpectedType=Class'Engine.SequenceEvent',LinkDesc="Event")
   ObjName="Attach To Event"
   ObjCategory="Event"
   Name="Default__SeqAct_AttachToEvent"
   ObjectArchetype=SequenceAction'Engine.Default__SequenceAction'
}

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Creation time: sk 18-3-2018 10:00:42.683 - Created with UnCodeX