Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:SeqAct_Toggle (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Toggle |
- Package:
- Engine
- Direct subclasses:
- SeqAct_ToggleHidden, SeqAct_ToggleInput
- This class in other games:
- UDK
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Default values
| Property | Value | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| EventLinks[0] |
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| InputLinks[0] |
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| InputLinks[1] |
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| InputLinks[2] |
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| ObjCategory | "Toggle" | ||||||||
| ObjName | "Toggle" | ||||||||
| VariableLinks[1] |
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[edit] Events
[edit] 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
