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UE3:SequenceOp (UDK)
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| Object >> SequenceObject >> SequenceOp |
- Package:
- Engine
- Direct subclasses:
- SequenceAction, SequenceCondition, SequenceEvent, Sequence
- This class in other games:
- UT3
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Base class of any sequence object that can be executed, such as SequenceAction, SequenceCondtion, etc.
[edit] Properties
[edit] ActivateCount
Type: int
Modifiers: transient
Number of times that this Op has had Activate called on it. Used for finding often-hit ops and optimising levels.
[edit] bActive
Type: bool
Is this operation currently active?
[edit] bAutoActivateOutputLinks
Type: bool
indicates whether all output links should be activated when this op has finished executing
Default value: True
[edit] bHaveMovingOutputConnector
Type: bool
Modifiers: transient, editoronly
True if there is currently moving output connector
[edit] bHaveMovingVarConnector
Type: bool
Modifiers: transient, editoronly
True if there is currently a moving variable connector
[edit] bLatentExecution
Type: bool
Modifiers: const
Does this op use latent execution (can it stay active multiple updates?)
[edit] bPendingOutputConnectorRecalc
Type: bool
Modifiers: transient, editoronly
True if there is a pending output connector position recalculation (I.E when a connector has just moved, or a connector as added or deleted
[edit] bPendingVarConnectorRecalc
Type: bool
Modifiers: transient, editoronly
True if there is a pending variable connector position recalculation (I.E when a connector has just moved, or a connector as added or deleted
[edit] EventLinks
Type: array<SeqEventLink>
[edit] GamepadID
Type: byte
Modifiers: transient, noimport
The ControllerId for the player that generated this action; generally only relevant in UI sequences.
[edit] InputLinks
Type: array<SeqOpInputLink>
Default value:
| Member | Value |
|---|---|
| LinkDesc | "In" |
[edit] OutputLinks
Type: array<SeqOpOutputLink>
Default value:
| Member | Value |
|---|---|
| LinkDesc | "Out" |
[edit] PlayerIndex
Type: int
Modifiers: transient, noimport
The index [into the Engine.GamePlayers array] for the player that this action is associated with. Currently only used in UI sequences.
[edit] SearchTag
Type: int
Modifiers: transient, duplicatetransient, const, protected
used when searching for objects to avoid unnecessary recursion
[edit] VariableLinks
Type: array<SeqVarLink>
All variables used by this operation, both input/output.
[edit] Structs
See SequenceOp structs.
[edit] Functions
[edit] Iterator functions
[edit] LinkedVariables
returns all linked variables that are of the specified class or a subclass
Parameters:
- VarClass - the class of variable to return
- OutVariable - out) the returned variable for each iteration
- InDesc - optional) if specified, only variables connected to the link with the given description are returned
Fixme: localization
[edit] Native functions
[edit] ActivateNamedOutputLink
Activates an output link by searching for the one with a matching LinkDesc.
Parameters:
- LinkDesc - the string used as the value for LinkDesc of the output link to activate.
Returns:
- TRUE if the link was found and activated.
[edit] ActivateOutputLink
Activates an output link by index
Parameters:
- OutputIdx - output index to set impulse on (if it's not disabled)
[edit] ForceActivateInput
[edit] GetBoolVars
[edit] GetInterpDataVars
Retrieve list of UInterpData objects connected to this sequence op.
[edit] GetLinkedObjects
Gets all SequenceObjects that are contained by this SequenceObject.
Parameters:
- out_Objects - will be filled with all ops that are linked to this op via the VariableLinks, OutputLinks, or InputLinks arrays. This array is NOT cleared first.
- ObjectType - if specified, only objects of this class (or derived) will be added to the output array.
- bRecurse - if TRUE, recurse into linked ops and add their linked ops to the output array, recursively.
[edit] GetObjectVars
Returns all the objects linked via SeqVar_Object, optionally specifying the link to filter by.
Fixme: localization
[edit] HasLinkedOps
Determines whether this sequence op is linked to any other sequence ops through its variable, output, event or (optionally) its input links.
Parameters:
- bConsiderInputLinks - specify TRUE to check this sequence ops InputLinks array for linked ops as well
Returns:
- TRUE if this sequence op is linked to at least one other sequence op.
[edit] PopulateLinkedVariableValues
Copies the values from member variables contained by this sequence op into any VariableLinks attached to that member variable.
[edit] PublishLinkedVariableValues
Copies the values from all VariableLinks to the member variable [of this sequence op] associated with that VariableLink.
[edit] Events
[edit] Activated
Called when this event is activated.
[edit] Deactivated
Called when this event is deactivated.
[edit] VersionUpdated
Called when the version is updated, in case any special handling is desired script-side.
[edit] Other instance functions
[edit] GetController
utility to try to get a Controller out of the given Actor (tries looking for a Pawn if necessary)
[edit] GetPawn
utility to try to get a Pawn out of the given Actor (tries looking for a Controller if necessary)
