I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:SequenceOp (UDK)
Object >> SequenceObject >> SequenceOp |
Contents
- 1 Properties
- 1.1 ActivateCount
- 1.2 bActive
- 1.3 bAutoActivateOutputLinks
- 1.4 bHaveMovingOutputConnector
- 1.5 bHaveMovingVarConnector
- 1.6 bLatentExecution
- 1.7 bPendingOutputConnectorRecalc
- 1.8 bPendingVarConnectorRecalc
- 1.9 EventLinks
- 1.10 GamepadID
- 1.11 InputLinks
- 1.12 OutputLinks
- 1.13 PlayerIndex
- 1.14 SearchTag
- 1.15 VariableLinks
- 2 Structs
- 3 Functions
- Package:
- Engine
- Direct subclasses:
- Sequence, SequenceAction, SequenceCondition, SequenceEvent
- 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.
Properties
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.
bActive
Type: bool
Is this operation currently active?
bAutoActivateOutputLinks
Type: bool
indicates whether all output links should be activated when this op has finished executing
Default value: True
bHaveMovingOutputConnector
Type: bool
Modifiers: transient, editoronly
True if there is currently moving output connector
bHaveMovingVarConnector
Type: bool
Modifiers: transient, editoronly
True if there is currently a moving variable connector
bLatentExecution
Type: bool
Modifiers: const
Does this op use latent execution (can it stay active multiple updates?)
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
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
EventLinks
Type: array<SeqEventLink>
GamepadID
Type: byte
Modifiers: transient, noimport
The ControllerId for the player that generated this action; generally only relevant in UI sequences.
InputLinks
Type: array<SeqOpInputLink>
Default value:
Member | Value |
---|---|
LinkDesc | "In" |
OutputLinks
Type: array<SeqOpOutputLink>
Default value:
Member | Value |
---|---|
LinkDesc | "Out" |
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.
SearchTag
Type: int
Modifiers: transient, duplicatetransient, const, protected
used when searching for objects to avoid unnecessary recursion
VariableLinks
Type: array<SeqVarLink>
All variables used by this operation, both input/output.
Structs
See SequenceOp structs.
Functions
Iterator functions
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
Native functions
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.
ActivateOutputLink
Activates an output link by index
Parameters:
- OutputIdx - output index to set impulse on (if it's not disabled)
ForceActivateInput
GetBoolVars
GetInterpDataVars
Retrieve list of UInterpData objects connected to this sequence op.
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.
GetObjectVars
Returns all the objects linked via SeqVar_Object, optionally specifying the link to filter by.
Fixme: localization
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.
PopulateLinkedVariableValues
Copies the values from member variables contained by this sequence op into any VariableLinks attached to that member variable.
PublishLinkedVariableValues
Copies the values from all VariableLinks to the member variable [of this sequence op] associated with that VariableLink.
Events
Activated
Called when this event is activated.
Deactivated
Called when this event is deactivated.
VersionUpdated
Called when the version is updated, in case any special handling is desired script-side.
Other instance functions
GetController
utility to try to get a Controller out of the given Actor (tries looking for a Pawn if necessary)
GetPawn
utility to try to get a Pawn out of the given Actor (tries looking for a Controller if necessary)