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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 | |
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SkeletalMeshActor | MeshActor |
Inherited Variables from Engine.SequenceEvent |
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ActivationTime, bClientSideOnly, bEnabled, bPlayerOnly, bRegistered, Instigator, MaxTriggerCount, MaxWidth, Originator, Priority, QueuedActivations, ReTriggerDelay, TriggerCount |
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.SequenceEvent |
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QueuedActivationInfo |
Inherited Structures from Engine.SequenceOp |
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SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink |
Functions Summary |
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Inherited Functions from Engine.SequenceEvent |
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CheckActivate, RegisterEvent, Reset, Toggled |
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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skeletal mesh actor the power core spawns (for e.g. matinee control)
Defaultproperties |
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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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