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UTGame.UTSeqCond_GetNodeState

Extends
SequenceCondition

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

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceCondition
         |   
         +-- UTGame.UTSeqCond_GetNodeState

Variables Summary
UTSeqCond_GetNodeState
UTOnslaughtNodeObjectiveNode
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
event Activated ()))
Inherited Functions from Engine.SequenceCondition
IsValidUISequenceObject
Inherited Functions from Engine.SequenceOp
Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset


Variables Detail

UTSeqCond_GetNodeState

Node Source code

var(UTSeqCond_GetNodeState) UTOnslaughtNodeObjective Node;


Functions Detail

Activated Source code

event Activated ( ) )


Defaultproperties

defaultproperties
{
   OutputLinks(0)=(LinkDesc="Active")
   OutputLinks(1)=(LinkDesc="Constructing")
   OutputLinks(2)=(LinkDesc="Neutral/Destroyed")
   VariableLinks(0)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Node",PropertyName="Node",MinVars=1,MaxVars=1)
   ObjName="Onslaught Node State"
   Name="Default__UTSeqCond_GetNodeState"
   ObjectArchetype=SequenceCondition'Engine.Default__SequenceCondition'
}

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Creation time: sk 18-3-2018 10:00:56.618 - Created with UnCodeX