Gah - a solution with more questions. – EntropicLqd

UE3:SeqAct_ToggleCinematicMode (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_ToggleCinematicMode
Package: 
Engine
This class in other games:
UT3


Properties

Property group 'SeqAct_ToggleCinematicMode'

bDeadBodies

Type: bool

Destroy dead GearPawns

Default value: True

bDisableInput

Type: bool

Don't allow input

Default value: True

bDisableMovement

Type: bool


Default value: True

bDisableTurning

Type: bool


Default value: True

bDroppedPickups

Type: bool

Destroy dropped weapons and pickups

Default value: True

bHideHUD

Type: bool

Whether to hide the HUD during cinematics or not

Default value: True

bHidePlayer

Type: bool


Default value: True

Default values

Property Value
InputLinks[0]
Member Value
LinkDesc "Enable"
InputLinks[1]
Member Value
LinkDesc "Disable"
InputLinks[2]
Member Value
LinkDesc "Toggle"
ObjCategory "Toggle"
ObjName "Toggle Cinematic Mode"

Events

Activated

event Activated ()

Overrides: SequenceOp.Activated

Delete objects we don't want to keep around during cinematics

IsValidUISequenceObject

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