| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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client side event triggered by power core when it wants to play its destruction effect use this to make a level specific effect instead of the default
Core.Object
|
+-- Engine.SequenceObject
|
+-- Engine.SequenceOp
|
+-- Engine.SequenceEvent
|
+-- UTGame.UTSeqEvent_PowerCoreDestructionEffect
| Variables Summary | |
|---|---|
| SkeletalMeshActor | MeshActor |
| 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 |
|---|
| 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 |
|---|
skeletal mesh actor the power core spawns (for e.g. matinee control)
| Defaultproperties |
|---|
defaultproperties
{
MaxTriggerCount=0
bPlayerOnly=False
bClientSideOnly=True
VariableLinks(0)=(LinkDesc="Skeletal Mesh Actor",PropertyName="MeshActor")
ObjName="Play Core Destruction"
Name="Default__UTSeqEvent_PowerCoreDestructionEffect"
ObjectArchetype=SequenceEvent'Engine.Default__SequenceEvent'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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