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Engine.UIAction_ChangeState

Extends
UIAction
Modifiers
abstract native ( inherit )

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

Direct Known Subclasses:

UIAction_ActivateState, UIAction_DeactivateState

Variables Summary
boolbStateChangeFailed
UIAction_ChangeState
class<UIState>StateType
UIStateTargetState
Inherited Variables from Engine.UIAction
bAutoTargetOwner, GamepadID
Inherited Variables from Engine.SequenceAction
bCallHandler, HandlerName, Targets

Functions Summary
Inherited Functions from Engine.UIAction
GetOwner, GetOwnerScene, IsValidLevelSequenceObject, IsValidUISequenceObject


Variables Detail

bStateChangeFailed Source code

var bool bStateChangeFailed;
Determines whether this action was successfully executed. Should be set by the handler function for this action.

UIAction_ChangeState

StateType Source code

var(UIAction_ChangeState) class<UIState> StateType;
If not target state is specified, then the first State in the target widget's InactiveStates array that has this class will be activated

TargetState Source code

var(UIAction_ChangeState) UIState TargetState;
(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

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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Creation time: sk 18-3-2018 10:00:45.766 - Created with UnCodeX