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UE3:SeqAct_Latent (UDK)
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Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent |
- Package:
- Engine
- Direct subclasses:
- SeqAct_ActorFactory, SeqAct_AIMoveToActor, SeqAct_CrowdSpawner, SeqAct_Delay, SeqAct_DelaySwitch, SeqAct_ForceGarbageCollection, SeqAct_ForceMaterialMipsResident, SeqAct_GameCrowdSpawner, SeqAct_Interp, SeqAct_LevelStreamingBase, SeqAct_LevelVisibility, SeqAct_PlayAgentAnimation, SeqAct_PlaySound, SeqAct_PrepareMapChange, SeqAct_SetDOFParams, SeqAct_SetMotionBlurParams, SeqAct_StreamInTextures, SeqAct_WaitForLevelsVisible, UTSeqAct_DummyWeaponFire, SeqAct_ControlGameMovie
- This class in other games:
- UT3
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This is a basic action that supports latent execution on actors. It will remain active by default until all targeted actors have either finished the latent behavior, or have been destroyed.
Properties[edit]
bAborted[edit]
Type: bool
Indicates whether or not this latent action has been aborted
LatentActors[edit]
List of all actors currently performing this op
Default values[edit]
Property | Value | ||||||||||
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bLatentExecution | True | ||||||||||
ObjColor |
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ObjName | "Undefined Latent" | ||||||||||
OutputLinks[0] |
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OutputLinks[1] |
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Functions[edit]
Native functions[edit]
AbortFor[edit]
native function AbortFor (Actor latentActor)
Allows an actor to abort this current latent action, forcing the Aborted output link to be activated instead of the default one on normal completion.
Parameters:
- latentActor - actor aborting the latent action
Events[edit]
Update[edit]
script tick interface the action deactivates when this function returns false and LatentActors is empty
Returns:
- whether the action needs to keep ticking