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activates output depending on whether the given Pawn has the specified inventory item
Core.Object
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+-- Engine.SequenceObject
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+-- Engine.SequenceOp
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+-- Engine.SequenceCondition
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+-- UTGame.UTSeqCond_HasInventory
| Variables Summary | |
|---|---|
| Actor | Target |
| UTSeqCond_HasInventory | |
| bool | bAllowSubclass |
| bool | bCheckVehicleDriver |
| class<Inventory> | RequiredInventory |
| 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 | ||
|---|---|---|
![]() | 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 |
|---|
player to look for inventory on
whether subclasses of the specified class count
whether to check the driver Pawn if the player is in a vehicle
inventory item to check
| Functions Detail |
|---|
Activated Source code| Defaultproperties |
|---|
defaultproperties
{
OutputLinks(0)=(LinkDesc="Has Item")
OutputLinks(1)=(LinkDesc="Doesn't Have Item")
VariableLinks(0)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Target",PropertyName="Target",MinVars=1,MaxVars=1)
ObjName="Has Inventory"
Name="Default__UTSeqCond_HasInventory"
ObjectArchetype=SequenceCondition'Engine.Default__SequenceCondition'
}
|
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