Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:SeqAct_Gate (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 06:45, 17 January 2010 by Wormbo (Talk | contribs) (1 revision: class descriptions for UDK January update (part 4))
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Gate |
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Properties[edit]
Property group 'SeqAct_Gate'[edit]
AutoCloseCount[edit]
Type: int
Auto close after this many activations
bOpen[edit]
Type: bool
Is this gate currently open?
Default value: True
Internal variables[edit]
CurrentCloseCount[edit]
Type: int
Current threshold for closing the gate (increments to keep pace with ActivateCount)
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
bAutoActivateOutputLinks | False | ||||
bSuppressAutoComment | False | ||||
InputLinks[1] |
|
||||
InputLinks[2] |
|
||||
InputLinks[3] |
|
||||
ObjCategory | "Misc" | ||||
ObjName | "Gate" |
Events[edit]
IsValidUISequenceObject[edit]
event bool IsValidUISequenceObject (optional UIScreenObject TargetObject)
Overrides: SequenceObject.IsValidUISequenceObject
Determines whether this class should be displayed in the list of available ops in the UI's kismet editor.
Parameters:
- TargetObject - the widget that this SequenceObject would be attached to.
Returns:
- TRUE if this sequence object should be available for use in the UI kismet editor