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Base class for events which are activated when some widget that contains data changes the value of that data (checkboxes, editboxes, lists, etc.) Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @note: native because C++ code activates this event
Core.Object
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+-- Engine.SequenceObject
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+-- Engine.SequenceOp
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+-- Engine.SequenceEvent
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+-- Engine.UIEvent
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+-- Engine.UIEvent_ValueChanged
UIEvent_CheckValueChanged, UIEvent_ComboboxValueChanged, UIEvent_ListIndexChanged, UIEvent_NumericOptionListValueChanged, UIEvent_OptionListValueChanged, UIEvent_ProgressBarValueChanged, UIEvent_SliderValueChanged, UIEvent_TextValueChanged
| Variables Summary |
|---|
| Inherited Variables from Engine.UIEvent |
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| bPropagateEvent, bShouldRegisterEvent, Description, EventActivator, EventOwner |
| Inherited Variables from Engine.SequenceEvent |
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| ActivationTime, bClientSideOnly, bEnabled, bPlayerOnly, bRegistered, Instigator, MaxTriggerCount, MaxWidth, Originator, Priority, QueuedActivations, ReTriggerDelay, TriggerCount |
| Structures Summary |
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| Inherited Structures from Engine.SequenceEvent |
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| QueuedActivationInfo |
| Functions Summary |
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| Inherited Functions from Engine.UIEvent |
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| ActivateUIEvent, CanBeActivated, ConditionalActivateUIEvent, GetOwner, GetOwnerScene, IsValidLevelSequenceObject, IsValidUISequenceObject, ShouldAlwaysInstance |
| Inherited Functions from Engine.SequenceEvent |
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| CheckActivate, RegisterEvent, Reset, Toggled |
| Defaultproperties |
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defaultproperties
{
ObjName="Value Changed"
ObjCategory="Value Changed"
Name="Default__UIEvent_ValueChanged"
ObjectArchetype=UIEvent'Engine.Default__UIEvent'
}
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| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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