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Engine.SeqAct_PrepareMapChange

Extends
SeqAct_Latent
Modifiers
native ( Sequence )

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
      |   
      +-- Engine.SequenceAction
         |   
         +-- Engine.SeqAct_Latent
            |   
            +-- Engine.SeqAct_PrepareMapChange

Variables Summary
SeqAct_PrepareMapChange
boolbIsHighPriority
array<name>InitiallyLoadedSecondaryLevelNames
nameMainLevelName
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

SeqAct_PrepareMapChange

bIsHighPriority Source code

var(SeqAct_PrepareMapChange) bool bIsHighPriority;
If this is TRUE, then a much larger time slice will be given to the loading code (useful for loading during a movie, etc)

InitiallyLoadedSecondaryLevelNames Source code

var(SeqAct_PrepareMapChange) array<name> InitiallyLoadedSecondaryLevelNames;
Additional secondary levels that should be pre-loaded before the switcheroo.

MainLevelName Source code

var(SeqAct_PrepareMapChange) name MainLevelName;
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'
}

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Creation time: sk 18-3-2018 10:00:43.099 - Created with UnCodeX