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Engine.SequenceAction

Extends
SequenceOp
Modifiers
native ( Sequence ) abstract

This is an op that by default performs a behavior on any targeted objects. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

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

Direct Known Subclasses:

SeqAct_ActivateRemoteEvent, SeqAct_AIAbortMoveToActor, SeqAct_ApplySoundNode, SeqAct_AssignController, SeqAct_AttachToActor, SeqAct_AttachToEvent, SeqAct_CameraLookAt, SeqAct_CauseDamage, SeqAct_CauseDamageRadial, SeqAct_ChangeCollision, SeqAct_CommitMapChange, SeqAct_ConsoleCommand, SeqAct_ControlMovieTexture, SeqAct_DemoCameraShake, SeqAct_Destroy, SeqAct_DisplayChapterTitleBase, SeqAct_FinishSequence, SeqAct_ForceFeedback, SeqAct_Gate, SeqAct_GetDistance, SeqAct_GetProperty, SeqAct_GetVelocity, SeqAct_GiveInventory, SeqAct_HealDamage, SeqAct_IsInObjectList, SeqAct_Latent, SeqAct_Log, SeqAct_MakeNoise, SeqAct_ModifyCover, SeqAct_PlayFaceFXAnim, SeqAct_Possess, SeqAct_RangeSwitch, SeqAct_SetBlockRigidBody, SeqAct_SetCameraTarget, SeqAct_SetDamageInstigator, SeqAct_SetMaterial, SeqAct_SetMatInstScalarParam, SeqAct_SetMatInstTexParam, SeqAct_SetMatInstVectorParam, SeqAct_SetMusicTrack, SeqAct_SetParticleSysParam, SeqAct_SetPATAState, SeqAct_SetPhysics, SeqAct_SetRigidBodyIgnoreVehicles, SeqAct_SetSequenceVariable, SeqAct_SetSkeletalMesh, SeqAct_SetStaticMesh, SeqAct_SetWheelParticles, SeqAct_Switch, SeqAct_Teleport, SeqAct_Timer, SeqAct_Toggle, SeqAct_ToggleAffectedByHitEffects, SeqAct_ToggleCinematicMode, SeqAct_ToggleDynamicChannel, SeqAct_ToggleGodMode, SeqAct_ToggleHUD, SeqAct_Trace, SeqAct_UpdateDynamicCover, UIAction, UTSeqAct_ActivateRocketBoosters, UTSeqAct_AddModifierCard, UTSeqAct_AddNamedBot, UTSeqAct_AdjustPersistentKey, UTSeqAct_AIFreeze, UTSeqAct_AIStartFireAt, UTSeqAct_AIStopFire, UTSeqAct_AttachTowCable, UTSeqAct_CameraShake, UTSeqAct_ChangeNodeStatus, UTSeqAct_ChangeObjectiveLink, UTSeqAct_ChangeOrbBase, UTSeqAct_ChangeTeam, UTSeqAct_EnterVehicle, UTSeqAct_ExitVehicle, UTSeqAct_GetTeamNum, UTSeqAct_GiveHeroPoints, UTSeqAct_HoverboardSpinJump, UTSeqAct_InfiniteAmmo, UTSeqAct_KillFlock, UTSeqAct_MissionSelectionReference, UTSeqAct_PlayAnim, UTSeqAct_PlayAnnouncement, UTSeqAct_PlayCameraAnim, UTSeqAct_ReturnCTFFlag, UTSeqAct_ReturnOnslaughtFlag, UTSeqAct_ScriptedVoiceMessage, UTSeqAct_SelfDestruct, UTSeqAct_ServerTravel, UTSeqAct_SetBotsMustComplete, UTSeqAct_SetCustomCharPart, UTSeqAct_SetCustomCharProfile, UTSeqAct_SetVisibilityModifier, UTSeqAct_SpawnProjectile, UTSeqAct_StopCameraAnim, UTSeqAct_TimedTutorialMsg, UTSeqAct_ToggleAnnouncements, UTSeqAct_TutorialMsg, UTSeqAct_UnlockAchievement, UTSeqAct_UnlockChar, UTSeqAct_UseHoverboard, UTSeqAct_UseModifierCard, UTSeqObj_SPMission

Variables Summary
boolbCallHandler
NameHandlerName
SequenceAction
array<Object>Targets
Inherited Variables from Engine.SequenceOp
ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks
Inherited Variables from Engine.SequenceObject
bDeletable, bDrawFirst, bDrawLast, bOutputObjCommentToScreen, bSuppressAutoComment, DrawHeight, DrawWidth, ObjCategory, ObjClassVersion, ObjColor, ObjComment, ObjInstanceVersion, ObjName, ObjPosX, ObjPosY, ParentSequence

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

Functions Summary
Inherited Functions from Engine.SequenceOp
Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset
Inherited Functions from Engine.SequenceObject
GetWorldInfo, IsValidLevelSequenceObject, IsValidUISequenceObject, ScriptLog


Variables Detail

bCallHandler Source code

var bool bCallHandler;
If true this action will call the handler function on all targeted actors

HandlerName Source code

var Name HandlerName;
Handler function name for this action, if none will use the class name to autogenerate one: SeqAct_DoSomething sets HandlerName to "OnDoSomething"

SequenceAction

Targets Source code

var(SequenceAction) array<Object> Targets;
List of objects to call the handler function on


Defaultproperties

defaultproperties
{
   bCallHandler=True
   VariableLinks(0)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Target",PropertyName="Targets",MinVars=1,MaxVars=255)
   ObjName="Unknown Action"
   ObjColor=(B=255,G=0,R=255,A=255)
   Name="Default__SequenceAction"
   ObjectArchetype=SequenceOp'Engine.Default__SequenceOp'
}

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Creation time: sk 18-3-2018 10:00:43.842 - Created with UnCodeX