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Base class for actions that change widget states. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.SequenceObject | +-- Engine.SequenceOp | +-- Engine.SequenceAction | +-- Engine.UIAction | +-- Engine.UIAction_ChangeState
UIAction_ActivateState, UIAction_DeactivateState
Variables Summary | |
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bool | bStateChangeFailed |
UIAction_ChangeState | |
class<UIState> | StateType |
UIState | TargetState |
Inherited Variables from Engine.UIAction |
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bAutoTargetOwner, GamepadID |
Inherited Variables from Engine.SequenceAction |
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bCallHandler, HandlerName, Targets |
Functions Summary |
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Inherited Functions from Engine.UIAction |
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GetOwner, GetOwnerScene, IsValidLevelSequenceObject, IsValidUISequenceObject |
Variables Detail |
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Determines whether this action was successfully executed. Should be set by the handler function for this action.
If not target state is specified, then the first State in the target widget's InactiveStates array that has this class will be activated
(Optional) the state that should be activated by this action. Useful when a widget contains more than one instance of a particular state class in its InactiveStates array (such as a focused state, and a specialized version of the focused state)
Defaultproperties |
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defaultproperties { bAutoTargetOwner=True bCallHandler=False bAutoActivateOutputLinks=False OutputLinks(0)=(LinkDesc="Successful") OutputLinks(1)=(LinkDesc="Failed") ObjClassVersion=5 Name="Default__UIAction_ChangeState" ObjectArchetype=UIAction'Engine.Default__UIAction' } |
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