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UTGame.UTSeqObj_SPMission

Extends
SequenceAction
Modifiers
dependson ( UTProfileSettings ) native ( UI )

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

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceAction
         |   
         +-- UTGame.UTSeqObj_SPMission

Direct Known Subclasses:

UTSeqObj_SPRootMission

Variables Summary
boolbFixedup
intOldIndex
UTSeqObj_SPMission
boolbAutomaticTransition
boolbClearCards
boolbCutSequence
boolbFirstMission
boolbIsBinkSequence
boolbUnlockChapterWhenCompleted
SoundCueMalcolmSounds[3]
intMissionID
EMissionDataMissionInfo
array<EMissionCondition>Progression
intUnlockChapterIndex
Inherited Variables from Engine.SequenceAction
bCallHandler, HandlerName, Targets
Inherited Variables from Engine.SequenceOp
ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks

Enumerations Summary
EMissionResult
EMResult_Any, EMResult_Won, EMResult_Lost,

Structures Summary
EMissionCondition
MissionResult, ConditionDesc, RequiredPersistentKeys, RestrictedPersistentKeys
EMissionData
MissionIndex, MissionTitle, MissionDescription, MissionRules, MissionProgression
EMissionMapInfo
MissionMap, MissionURL, MissionMapImage, bCustomMapCoords, MissionMapCoords, bCutSequence, bAutomaticTransition, MapPoint, MapGlobeTag, MapDist, Objectives, MapBeacon
EMissionObjectiveInfo
BackgroundImg, Text
Inherited Structures from Engine.SequenceOp
SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink

Functions Summary
event ChangeItAll ()))
functionUTSeqObj_SPMission GetChild (int ChildIndex, out EMissionCondition Condition))
functionint NumChildren ()))
Inherited Functions from Engine.SequenceOp
Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset


Variables Detail

bFixedup Source code

var transient bool bFixedup;

OldIndex Source code

var transient int OldIndex;

UTSeqObj_SPMission

bAutomaticTransition Source code

var(UTSeqObj_SPMission) bool bAutomaticTransition;

bClearCards Source code

var(UTSeqObj_SPMission) bool bClearCards;
if true, all of the player's cards will be removed when this mission is completed

bCutSequence Source code

var(UTSeqObj_SPMission) bool bCutSequence;

bFirstMission Source code

var(UTSeqObj_SPMission) bool bFirstMission;

bIsBinkSequence Source code

var(UTSeqObj_SPMission) bool bIsBinkSequence;
If true, this is a bink sequence

bUnlockChapterWhenCompleted Source code

var(UTSeqObj_SPMission) bool bUnlockChapterWhenCompleted;
If true, this mission will unlock a chapter when it's completed

MalcolmSounds[3] Source code

var(UTSeqObj_SPMission) editinlineuse SoundCue MalcolmSounds[3];
These sounds will be played when you enter the mission depending on the mission result

MissionID Source code

var(UTSeqObj_SPMission) int MissionID;

MissionInfo Source code

var(UTSeqObj_SPMission) EMissionData MissionInfo;

Progression Source code

var(UTSeqObj_SPMission) editinline array<EMissionCondition> Progression;

UnlockChapterIndex Source code

var(UTSeqObj_SPMission) int UnlockChapterIndex;
The Chapter Index to unlock


Enumerations Detail

EMissionResult Source code

enum EMissionResult
{
EMResult_Any, EMResult_Won, EMResult_Lost,
};


Structures Detail

EMissionCondition Source code

struct EMissionCondition
{
var(UTSeqObj_SPMission) editinline string ConditionDesc;
var(UTSeqObj_SPMission) editinline EMissionResult MissionResult;
var(UTSeqObj_SPMission) editinline array<ESinglePlayerPersistentKeys> RequiredPersistentKeys;
var(UTSeqObj_SPMission) editinline array<ESinglePlayerPersistentKeys> RestrictedPersistentKeys;
};


EMissionData Source code

struct EMissionData
{
var(UTSeqObj_SPMission) string MissionDescription;
var(UTSeqObj_SPMission) int MissionIndex;
var(UTSeqObj_SPMission) editinline array<EMissionCondition> MissionProgression;
var(UTSeqObj_SPMission) editinline EMissionMapInfo MissionRules;
var(UTSeqObj_SPMission) string MissionTitle;
};


EMissionMapInfo Source code

struct EMissionMapInfo
{
var(UTSeqObj_SPMission) bool bAutomaticTransition;
var(UTSeqObj_SPMission) bool bCustomMapCoords;
var(UTSeqObj_SPMission) bool bCutSequence;
var transient StaticMeshComponent MapBeacon;
var(UTSeqObj_SPMission) float MapDist;
var(UTSeqObj_SPMission) name MapGlobeTag;
var(UTSeqObj_SPMission) name MapPoint;
var(UTSeqObj_SPMission) editinline string MissionMap;
var(UTSeqObj_SPMission) editinline TextureCoordinates MissionMapCoords;
var(UTSeqObj_SPMission) editinlineuse surface MissionMapImage;
var(UTSeqObj_SPMission) editinline string MissionURL;
var(UTSeqObj_SPMission) editinline array<EMissionObjectiveInfo> Objectives;
};


EMissionObjectiveInfo Source code

struct EMissionObjectiveInfo
{
var(UTSeqObj_SPMission) Texture2D BackgroundImg;
var(UTSeqObj_SPMission) string Text;
};



Functions Detail

ChangeItAll Source code

event ChangeItAll ( ) )

GetChild Source code

function UTSeqObj_SPMission GetChild ( int ChildIndex, out EMissionCondition Condition) )
Returns the Mission object associated with a child

NumChildren Source code

function int NumChildren ( ) )
Returns the number of Children


Defaultproperties

defaultproperties
{
   MissionInfo=(MissionTitle="<Edit Me>",MissionDescription="<Edit Me>")
   ObjName="Single Player Mission"
   ObjColor=(B=0,G=0,R=255,A=255)
   Name="Default__UTSeqObj_SPMission"
   ObjectArchetype=SequenceAction'Engine.Default__SequenceAction'
}

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Creation time: sk 18-3-2018 10:00:56.796 - Created with UnCodeX