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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 | |
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array<Light> | CachedLights |
float | LightBrightness |
float | PulseDirection |
SeqAct_DrumHit | |
float | BrightnessRampDownRate |
float | BrightnessRampUpRate |
DistributionFloatUniform | BrightnessRange |
SoundCue | HitSound |
Inherited Variables from Engine.SeqAct_Latent |
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bAborted, LatentActors |
Inherited Variables from Engine.SequenceAction |
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bCallHandler, HandlerName, Targets |
Functions Summary |
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Inherited Functions from Engine.SeqAct_Latent |
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AbortFor, Update |
Variables Detail |
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Cached list of lights to interpolate
Current interpolation value
Which direction are we currently interpolating brightness?
Light brightness interpolation rates
Light brightness range
Sound to play on activation
Defaultproperties |
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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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