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UTGame.UTSeqEvent_PowerCoreDestructionEffect

Extends
SequenceEvent

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
SkeletalMeshActorMeshActor
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

MeshActor Source code

var SkeletalMeshActor MeshActor;
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'
}

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Creation time: sk 18-3-2018 10:00:56.741 - Created with UnCodeX