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Core.Object | +-- Engine.SequenceObject | +-- Engine.SequenceOp | +-- Engine.SequenceAction | +-- Engine.SeqAct_HealDamage
UTSeqAct_HealDamage
Variables Summary | |
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Actor | Instigator |
SeqAct_HealDamage | |
class<DamageType> | DamageType |
int | HealAmount |
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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player that should take credit for the healing (Controller or Pawn)
Type of healing to apply
Amount of healing to apply
Defaultproperties |
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defaultproperties { VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="Amount",PropertyName="HealAmount",MinVars=1,MaxVars=255) VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Instigator",PropertyName="Instigator",MinVars=1,MaxVars=255) ObjName="Heal Damage" ObjCategory="Actor" Name="Default__SeqAct_HealDamage" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
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