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Engine.SequenceOp

Extends
SequenceObject
Modifiers
native ( Sequence ) abstract

Base class of any sequence object that can be executed, such as SequenceAction, SequenceCondtion, etc. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

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

Direct Known Subclasses:

Sequence, SequenceAction, SequenceCondition, SequenceEvent

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
intActivateCount
boolbActive
boolbAutoActivateOutputLinks
boolbLatentExecution
array<SeqEventLink>EventLinks
array<SeqOpInputLink>InputLinks
array<SeqOpOutputLink>OutputLinks
intPlayerIndex
intSearchTag
array<SeqVarLink>VariableLinks
Inherited Variables from Engine.SequenceObject
bDeletable, bDrawFirst, bDrawLast, bOutputObjCommentToScreen, bSuppressAutoComment, DrawHeight, DrawWidth, ObjCategory, ObjClassVersion, ObjColor, ObjComment, ObjInstanceVersion, ObjName, ObjPosX, ObjPosY, ParentSequence
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
SeqEventLink
ExpectedType, LinkedEvents, LinkDesc, DrawX, bHidden
SeqOpInputLink
LinkDesc, bHasImpulse, bDisabled, bDisabledPIE, LinkedOp, DrawY, bHidden, ActivateDelay
SeqOpOutputInputLink
LinkedOp, InputLinkIdx
SeqOpOutputLink
Links, LinkDesc, bHasImpulse, bDisabled, bDisabledPIE, LinkedOp, ActivateDelay, DrawY, bHidden
SeqVarLink
ExpectedType, LinkedVariables, LinkDesc, LinkVar, PropertyName, bWriteable, bHidden, MinVars, MaxVars, DrawX, CachedProperty
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
event Activated ()
event Deactivated ()
function GetBoolVars (out array<BYTE> boolVars, ptional string inDesc)
functionController GetController (Actor TheActor))
function GetLinkedObjects (out array<SequenceObject> out_Objects, optional class<SequenceObject> ObjectType, optional bool bRecurse)
function GetObjectVars (out array<Object> objVars, ptional string inDesc)
functionPawn GetPawn (Actor TheActor))
functionbool HasLinkedOps (optional bool bConsiderInputLinks ) con)
function LinkedVariables (class<SequenceVariable> VarClass, out SequenceVariable OutVariable, optional string InDesc)
function PopulateLinkedVariableValues ()
function PublishLinkedVariableValues ()
function Reset ()
Inherited Functions from Engine.SequenceObject
GetWorldInfo, IsValidLevelSequenceObject, IsValidUISequenceObject, ScriptLog
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

ActivateCount Source code

var transient int ActivateCount;
Number of times that this Op has had Activate called on it. Used for finding often-hit ops and optimising levels.

bActive Source code

var bool bActive;
Is this operation currently active?

bAutoActivateOutputLinks Source code

var bool bAutoActivateOutputLinks;
indicates whether all output links should be activated when this op has finished executing

bLatentExecution Source code

var const bool bLatentExecution;
Does this op use latent execution (can it stay active multiple updates?)

EventLinks Source code

var array<SeqEventLink> EventLinks;

InputLinks Source code

var array<SeqOpInputLink> InputLinks;
Activates this output link if bDisabled is not true

OutputLinks Source code

var array<SeqOpOutputLink> OutputLinks;
Activates this output link if bDisabled is not true

PlayerIndex Source code

var transient noimport int PlayerIndex;
The index [into the Engine.GamePlayers array] for the player that this action is associated with. Currently only used in UI sequences.

SearchTag Source code

var transient duplicatetransient const protected int SearchTag;
used when searching for objects to avoid unnecessary recursion

VariableLinks Source code

var array<SeqVarLink> VariableLinks;
All variables used by this operation, both input/output.


Structures Detail

SeqEventLink Source code

struct SeqEventLink
{
var bool bHidden;
var int DrawX;
var class<SequenceEvent> ExpectedType;
var string LinkDesc;
var array<SequenceEvent> LinkedEvents;
};
Represents an event linked to the operation, similar to a variable link. Necessary only since SequenceEvent does not derive from SequenceVariable. @todo native interfaces - could be avoided by using interfaces, but requires support for native interfaces

SeqOpInputLink Source code

struct SeqOpInputLink
{
var float ActivateDelay;
var bool bDisabled;
var bool bDisabledPIE;
var bool bHasImpulse;
var bool bHidden;
var int DrawY;
var string LinkDesc;
var SequenceOp LinkedOp;
};
Represents an input link for a SequenceOp, that is connected via another SequenceOp's output link.
bDisabled:
Is this link disabled for debugging/testing?
bDisabledPIE:
Is this link disabled for PIE?
bHasImpulse:
Indicates whether this input is ready to provide data to this sequence operation.
LinkDesc:
Text description of this link
LinkedOp:
Linked action that creates this input, for Sequences

SeqOpOutputInputLink Source code

struct SeqOpOutputInputLink
{
var int InputLinkIdx;
var SequenceOp LinkedOp;
};
Individual output link entry, for linking an output link to an input link on another operation.
InputLinkIdx:
Index to LinkedOp's InputLinks array that this is linked to
LinkedOp:
SequenceOp this is linked to

SeqOpOutputLink Source code

struct SeqOpOutputLink
{
var float ActivateDelay;
var bool bDisabled;
var bool bDisabledPIE;
var bool bHasImpulse;
var bool bHidden;
var int DrawY;
var string LinkDesc;
var SequenceOp LinkedOp;
var array<SeqOpOutputInputLink> Links;
};
Actual output link for a SequenceOp, containing connection information to multiple InputLinks in other SequenceOps.
ActivateDelay:
Delay applied before activating this output
bDisabled:
Is this link disabled for debugging/testing?
bDisabledPIE:
Is this link disabled for PIE?
bHasImpulse:
Indicates whether this link is pending activation. If true, the SequenceOps attached to this link will be activated the next time the sequence is ticked
LinkDesc:
Text description of this link
LinkedOp:
Linked op that creates this output, for Sequences
Links:
List of actual connections for this output

SeqVarLink Source code

struct SeqVarLink
{
var bool bHidden;
var bool bWriteable;
var const transient Property CachedProperty;
var int DrawX;
var class<SequenceVariable> ExpectedType;
var string LinkDesc;
var array<SequenceVariable> LinkedVariables;
var Name LinkVar;
var int MaxVars;
var int MinVars;
var Name PropertyName;
};
Represents a variable linked to the operation for manipulation upon activation.
bHidden:
Should draw this connector in Kismet.
bWriteable:
Is this variable written to by this op?
CachedProperty:
Cached property ref
DrawX:
For drawing.
ExpectedType:
Class of variable that can be attached to this connector.
LinkDesc:
Text description of this variable's use with this op
LinkedVariables:
SequenceVariables that we are linked to.
LinkVar:
Name of the linked external variable that creates this link, for sub-Sequences
MaxVars:
Maximum number of variables that should be attached to this connector.
MinVars:
Minimum number of variables that should be attached to this connector.
PropertyName:
Name of the property this variable is associated with


Functions Detail

Activated Source code

event Activated ( )
Called when this event is activated.

Deactivated Source code

event Deactivated ( )
Called when this event is deactivated.

GetBoolVars Source code

native noexport final function GetBoolVars ( out array<BYTE> boolVars,optional string inDesc )

GetController Source code

function Controller GetController ( Actor TheActor) )
utility to try to get a Controller out of the given Actor (tries looking for a Pawn if necessary)

GetLinkedObjects Source code

native final function GetLinkedObjects ( out array<SequenceObject> out_Objects, optional class<SequenceObject> ObjectType, optional bool bRecurse )
Gets all SequenceObjects that are contained by this SequenceObject.
@param out_Objects will be filled with all ops that are linked to this op via the VariableLinks, OutputLinks, or InputLinks arrays. This array is NOT cleared first.
@param ObjectType if specified, only objects of this class (or derived) will be added to the output array.
@param bRecurse if TRUE, recurse into linked ops and add their linked ops to the output array, recursively.

GetObjectVars Source code

native noexport final function GetObjectVars ( out array<Object> objVars,optional string inDesc )
Returns all the objects linked via SeqVar_Object, optionally specifying the link to filter by. @fixme - localization

GetPawn Source code

function Pawn GetPawn ( Actor TheActor) )
utility to try to get a Pawn out of the given Actor (tries looking for a Controller if necessary)

HasLinkedOps Source code

native final const function bool HasLinkedOps ( optional bool bConsiderInputLinks ) con )
Determines whether this sequence op is linked to any other sequence ops through its variable, output, event or (optionally) its input links.
@param bConsiderInputLinks specify TRUE to check this sequence ops InputLinks array for linked ops as well
@return TRUE if this sequence op is linked to at least one other sequence op.

LinkedVariables Source code

native noexport final iterator function LinkedVariables ( class<SequenceVariable> VarClass, out SequenceVariable OutVariable, optional string InDesc )
returns all linked variables that are of the specified class or a subclass
@param VarClass the class of variable to return
@param OutVariable (out) the returned variable for each iteration
@param InDesc (optional) if specified, only variables connected to the link with the given description are returned
@fixme - localization

PopulateLinkedVariableValues Source code

native final virtual function PopulateLinkedVariableValues ( )
Copies the values from member variables contained by this sequence op into any VariableLinks attached to that member variable.

PublishLinkedVariableValues Source code

native final virtual function PublishLinkedVariableValues ( )
Copies the values from all VariableLinks to the member variable [of this sequence op] associated with that VariableLink.

Reset Source code

function Reset ( )


Defaultproperties

defaultproperties
{
   bAutoActivateOutputLinks=True
   InputLinks(0)=(LinkDesc="In")
   OutputLinks(0)=(LinkDesc="Out")
   Name="Default__SequenceOp"
   ObjectArchetype=SequenceObject'Engine.Default__SequenceObject'
}

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Creation time: sk 18-3-2018 10:00:43.915 - Created with UnCodeX