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UTGame.UTSeqAct_ChangeNodeStatus

Extends
SequenceAction

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceAction
         |   
         +-- UTGame.UTSeqAct_ChangeNodeStatus

Variables Summary
UTSeqAct_ChangeNodeStatus
intOwnerTeam
Inherited Variables from Engine.SequenceAction
bCallHandler, HandlerName, Targets
Inherited Variables from Engine.SequenceOp
ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks

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

Functions Summary
Inherited Functions from Engine.SequenceOp
Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset


Variables Detail

UTSeqAct_ChangeNodeStatus

OwnerTeam Source code

var(UTSeqAct_ChangeNodeStatus) int OwnerTeam;
the team that should have control of the node, if it is set to Constructing or Built state


Defaultproperties

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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Creation time: sk 18-3-2018 10:00:56.273 - Created with UnCodeX