Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.SeqAct_Switch

Extends
SequenceAction
Modifiers
native ( Sequence )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceAction
         |   
         +-- Engine.SeqAct_Switch

Direct Known Subclasses:

SeqAct_RandomSwitch

Variables Summary
SeqAct_Switch
boolbAutoDisableLinks
boolbLooping
intIncrementAmount
array<int>Indices
intLinkCount
Inherited Variables from Engine.SequenceAction
bCallHandler, HandlerName, Targets
Inherited Variables from Engine.SequenceOp
ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks

Structures Summary
Inherited Structures from Engine.SequenceOp
SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink

Functions Summary
eventbool IsValidUISequenceObject (optional UIScreenObject TargetObject ))
Inherited Functions from Engine.SequenceOp
Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset


Variables Detail

SeqAct_Switch

bAutoDisableLinks Source code

var(SeqAct_Switch) bool bAutoDisableLinks;
Automatically disable an output once its activated?

bLooping Source code

var(SeqAct_Switch) bool bLooping;
Loop index back to beginning to cycle

IncrementAmount Source code

var(SeqAct_Switch) int IncrementAmount;
Number to increment attached variables upon activation

Indices Source code

var(SeqAct_Switch) array<int> Indices;
List of links to activate

LinkCount Source code

var(SeqAct_Switch) int LinkCount;
Total number of links to expose


Functions Detail

IsValidUISequenceObject Source code

event bool IsValidUISequenceObject ( optional UIScreenObject TargetObject ) )
Determines whether this class should be displayed in the list of available ops in the UI's kismet editor.
@param TargetObject the widget that this SequenceObject would be attached to.
@return TRUE if this sequence object should be available for use in the UI kismet editor


Defaultproperties

defaultproperties
{
   LinkCount=1
   IncrementAmount=1
   Indices(0)=1
   OutputLinks(0)=(LinkDesc="Link 1")
   VariableLinks(0)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="Index",PropertyName="Indices")
   ObjName="Switch"
   ObjCategory="Switch"
   Name="Default__SeqAct_Switch"
   ObjectArchetype=SequenceAction'Engine.Default__SequenceAction'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:43.340 - Created with UnCodeX