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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.SequenceObject
|
+-- Engine.SequenceOp
|
+-- Engine.SequenceAction
|
+-- Engine.SeqAct_AttachToEvent
| Variables Summary | |
|---|---|
| SeqAct_AttachToEvent | |
| bool | bPreferController |
| 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 |
|---|
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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