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A ModifyObjectList Action is used to manipulate an ObjectListVar or a set of ObjectListVars. Basically, a ModifyObjectList Action should be thought of as the operations that can be done to a set of ObjectLists. You have the Action point to a set of ObjectLists and then you use the normal kismet firing of events to cause the Action to affect the Lists. The action provides a number of actions: Add: This will add objects that are being referenced to the List(s) Remove: This will remove objects that are being referenced from the List(s) Empty: This will remove all objects in the List(s) Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @todo - this should be a conditional
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_SetSequenceVariable
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+-- Engine.SeqAct_ModifyObjectList
| Variables Summary | |
|---|---|
| SeqAct_ModifyObjectList | |
| int | ListEntriesCount |
| Inherited Variables from Engine.SequenceAction |
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| bCallHandler, HandlerName, Targets |
| Functions Summary |
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| Inherited Functions from Engine.SeqAct_SetSequenceVariable |
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| IsValidUISequenceObject |
| Variables Detail |
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| Defaultproperties |
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defaultproperties
{
InputLinks(0)=(LinkDesc="Add To List")
InputLinks(1)=(LinkDesc="Remove From List")
InputLinks(2)=(LinkDesc="Empty List")
VariableLinks(0)=(LinkDesc="ObjectRef",PropertyName=)
VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_ObjectList',LinkDesc="ObjectListVar",bWriteable=True,MinVars=1,MaxVars=255)
VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="ListEntriesCount",PropertyName="ListEntriesCount",bWriteable=True,MinVars=1,MaxVars=255)
ObjName="Modify ObjectList"
ObjCategory="Object List"
Name="Default__SeqAct_ModifyObjectList"
ObjectArchetype=SeqAct_SetSequenceVariable'Engine.Default__SeqAct_SetSequenceVariable'
}
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