| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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SeqAct_PrepareMapChange Kismet action exposing kicking off async map changes Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.SequenceObject
|
+-- Engine.SequenceOp
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+-- Engine.SequenceAction
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+-- Engine.SeqAct_Latent
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+-- Engine.SeqAct_PrepareMapChange
| Variables Summary | |
|---|---|
| SeqAct_PrepareMapChange | |
| bool | bIsHighPriority |
| array<name> | InitiallyLoadedSecondaryLevelNames |
| name | MainLevelName |
| Inherited Variables from Engine.SeqAct_Latent |
|---|
| bAborted, LatentActors |
| Inherited Variables from Engine.SequenceAction |
|---|
| bCallHandler, HandlerName, Targets |
| Functions Summary |
|---|
| Inherited Functions from Engine.SeqAct_Latent |
|---|
| AbortFor, Update |
| Variables Detail |
|---|
If this is TRUE, then a much larger time slice will be given to the loading code (useful for loading during a movie, etc)
Additional secondary levels that should be pre-loaded before the switcheroo.
The main level that should be transitioned to.
| Defaultproperties |
|---|
defaultproperties
{
InputLinks(0)=(LinkDesc="PrepareLoad")
ObjName="Prepare Map Change"
ObjCategory="Level"
Name="Default__SeqAct_PrepareMapChange"
ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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