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UTGame.SeqAct_DrumHit

Extends
SeqAct_Latent
Modifiers
native ( Sequence )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. A custom action to demonstrate condensing a complex Kismet script into a single action.

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceAction
         |   
         +-- Engine.SeqAct_Latent
            |   
            +-- UTGame.SeqAct_DrumHit

Variables Summary
array<Light>CachedLights
floatLightBrightness
floatPulseDirection
SeqAct_DrumHit
floatBrightnessRampDownRate
floatBrightnessRampUpRate
DistributionFloatUniformBrightnessRange
SoundCueHitSound
Inherited Variables from Engine.SeqAct_Latent
bAborted, LatentActors
Inherited Variables from Engine.SequenceAction
bCallHandler, HandlerName, Targets

Functions Summary
Inherited Functions from Engine.SeqAct_Latent
AbortFor, Update


Variables Detail

CachedLights Source code

var transient array<Light> CachedLights;
Cached list of lights to interpolate

LightBrightness Source code

var transient float LightBrightness;
Current interpolation value

PulseDirection Source code

var transient float PulseDirection;
Which direction are we currently interpolating brightness?

SeqAct_DrumHit

BrightnessRampDownRate Source code

var(SeqAct_DrumHit) float BrightnessRampDownRate;

BrightnessRampUpRate Source code

var(SeqAct_DrumHit) float BrightnessRampUpRate;
Light brightness interpolation rates

BrightnessRange Source code

var(SeqAct_DrumHit) editinline DistributionFloatUniform BrightnessRange;
Light brightness range

HitSound Source code

var(SeqAct_DrumHit) SoundCue HitSound;
Sound to play on activation


Defaultproperties

defaultproperties
{
   Begin Object Class=DistributionFloatUniform Name=LightBrightnessDistribution ObjName=LightBrightnessDistribution Archetype=DistributionFloatUniform'Engine.Default__DistributionFloatUniform'
      Max=1.000000
      Name="LightBrightnessDistribution"
      ObjectArchetype=DistributionFloatUniform'Engine.Default__DistributionFloatUniform'
   End Object
   BrightnessRange=LightBrightnessDistribution
   BrightnessRampUpRate=0.100000
   BrightnessRampDownRate=0.500000
   InputLinks(0)=(LinkDesc="Sound Only")
   InputLinks(1)=(LinkDesc="All")
   VariableLinks(0)=(LinkDesc="Sound Source")
   VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Light",MinVars=1,MaxVars=255)
   VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Emitter",MinVars=1,MaxVars=255)
   ObjName="Drum Hit"
   ObjCategory="DemoGame"
   Name="Default__SeqAct_DrumHit"
   ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent'
}

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Creation time: sk 18-3-2018 10:00:42.833 - Created with UnCodeX