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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.SequenceObject | +-- Engine.SequenceOp | +-- Engine.SequenceAction | +-- UTGame.UTSeqAct_ChangeNodeStatus
Variables Summary | |
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UTSeqAct_ChangeNodeStatus | |
int | OwnerTeam |
Inherited Variables from Engine.SequenceAction |
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bCallHandler, HandlerName, Targets |
Inherited Variables from Engine.SequenceOp |
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ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks |
Structures Summary |
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Inherited Structures from Engine.SequenceOp |
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SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink |
Functions Summary |
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Inherited Functions from Engine.SequenceOp |
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Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset |
Variables Detail |
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the team that should have control of the node, if it is set to Constructing or Built state
Defaultproperties |
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defaultproperties { InputLinks(0)=(LinkDesc="Constructing") InputLinks(1)=(LinkDesc="Built") InputLinks(2)=(LinkDesc="Neutral") VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="Owner Team",PropertyName="OwnerTeam",MinVars=1,MaxVars=255) ObjName="Change Node Status" ObjCategory="Objective" Name="Default__UTSeqAct_ChangeNodeStatus" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
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