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UTGame.SeqEvent_DemoInput

Extends
SequenceEvent

Demonstrates how to write a kismet event which should be activated by some input event.

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceEvent
         |   
         +-- UTGame.SeqEvent_DemoInput

Variables Summary
SeqEvent_DemoInput
boolbTrapInput
nameButtonName
intControllerID
EInputEventInputEvent
Inherited Variables from Engine.SequenceEvent
ActivationTime, bClientSideOnly, bEnabled, bPlayerOnly, bRegistered, Instigator, MaxTriggerCount, MaxWidth, Originator, Priority, QueuedActivations, ReTriggerDelay, TriggerCount
Inherited Variables from Engine.SequenceOp
ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks

Structures Summary
Inherited Structures from Engine.SequenceEvent
QueuedActivationInfo
Inherited Structures from Engine.SequenceOp
SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink

Functions Summary
functionbool CheckInput (PlayerController Player, int CheckControllerID, name CheckButtonName, EInputEvent CheckInputEvent))
Inherited Functions from Engine.SequenceEvent
CheckActivate, RegisterEvent, Reset, Toggled
Inherited Functions from Engine.SequenceOp
Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset


Variables Detail

SeqEvent_DemoInput

bTrapInput Source code

var(SeqEvent_DemoInput) bool bTrapInput;
whether or not we should eat a matching keypress or let it continue on in the input chain

ButtonName Source code

var(SeqEvent_DemoInput) name ButtonName;
the name of the button that must be pushed

ControllerID Source code

var(SeqEvent_DemoInput) int ControllerID;
the ID of the controller that must press the button, or -1 if anybody can do it

InputEvent Source code

var(SeqEvent_DemoInput) EInputEvent InputEvent;
the action the user must perform with that button


Functions Detail

CheckInput Source code

function bool CheckInput ( PlayerController Player, int CheckControllerID, name CheckButtonName, EInputEvent CheckInputEvent) )
checks if the given input matches what we're looking for, and if so activates
@return true if the input should be discarded now or false if it should be allowed to continue through the input chain


Defaultproperties

defaultproperties
{
   ControllerId=-1
   bTrapInput=True
   ObjName="Input"
   ObjCategory="DemoGame"
   Name="Default__SeqEvent_DemoInput"
   ObjectArchetype=SequenceEvent'Engine.Default__SequenceEvent'
}

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Creation time: sk 18-3-2018 10:00:43.667 - Created with UnCodeX