| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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This is a basic action that supports latent execution on actors. It will remain active by default until all targeted actors have either finished the latent behavior, or have been destroyed. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.SequenceObject
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+-- Engine.SequenceOp
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+-- Engine.SequenceAction
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+-- Engine.SeqAct_Latent
SeqAct_ActorFactory, SeqAct_AIMoveToActor, SeqAct_CrossFadeMusicTracks, SeqAct_Delay, SeqAct_DelaySwitch, SeqAct_DrumHit, SeqAct_ForceGarbageCollection, SeqAct_ForceMaterialMipsResident, SeqAct_Interp, SeqAct_LevelStreamingBase, SeqAct_LevelVisibility, SeqAct_PlayCameraAnim, SeqAct_PlaySound, SeqAct_PrepareMapChange, SeqAct_SetDOFParams, SeqAct_SetMotionBlurParams, SeqAct_VelocityLoop, SeqAct_WaitForLevelsVisible, UTSeqAct_DummyWeaponFire
| Variables Summary | |
|---|---|
| bool | bAborted |
| array<Actor> | LatentActors |
| Inherited Variables from Engine.SequenceAction |
|---|
| bCallHandler, HandlerName, Targets |
| Inherited Variables from Engine.SequenceOp |
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| ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks |
| Structures Summary |
|---|
| Inherited Structures from Engine.SequenceOp |
|---|
| SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink |
| Functions Summary | ||
|---|---|---|
![]() | AbortFor (Actor latentActor) | |
![]() | bool | Update (float DeltaTime) |
| Inherited Functions from Engine.SequenceOp |
|---|
| Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset |
| Variables Detail |
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Indicates whether or not this latent action has been aborted
List of all actors currently performing this op
| Functions Detail |
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AbortFor Source codeAllows an actor to abort this current latent action, forcing the Aborted output link to be activated instead of the default one on normal completion.
@param latentActor - actor aborting the latent action
Update Source codescript tick interface the action deactivates when this function returns false and LatentActors is empty
@return whether the action needs to keep ticking
| Defaultproperties |
|---|
defaultproperties
{
bLatentExecution=True
OutputLinks(0)=(LinkDesc="Finished")
OutputLinks(1)=(LinkDesc="Aborted")
ObjName="Undefined Latent"
ObjColor=(B=0,G=128,R=128,A=255)
Name="Default__SeqAct_Latent"
ObjectArchetype=SequenceAction'Engine.Default__SequenceAction'
}
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| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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