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UE3:SequenceOp (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> SequenceObject >> SequenceOp |
Contents |
- Package:
- Engine
- Direct subclasses:
- SequenceAction, SequenceCondition, SequenceEvent, Sequence
- 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. |
Base class of any sequence object that can be executed, such as SequenceAction, SequenceCondtion, etc. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[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] bLatentExecution
Type: bool
Modifiers: const
Does this op use latent execution (can it stay active multiple updates?)
[edit] EventLinks
Type: array<SeqEventLink>
[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
[edit] SeqEventLink
Modifiers: native
Represents an event linked to the operation, similar to a variable link. Necessary only since SequenceEvent does not derive from SequenceVariable.
Todo: native interfaces - could be avoided by using interfaces, but requires support for native interfaces
- class<SequenceEvent> ExpectedType
- array<SequenceEvent> LinkedEvents
- string LinkDesc
- int DrawX
- bool bHidden
Default values:
| Property | Value |
|---|---|
| ExpectedType | Class'Engine.SequenceEvent' |
[edit] SeqOpInputLink
Modifiers: native
Represents an input link for a SequenceOp, that is connected via another SequenceOp's output link.
- string LinkDesc
- Text description of this link
- bool bHasImpulse
- Indicates whether this input is ready to provide data to this sequence operation.
- bool bDisabled
- Is this link disabled for debugging/testing?
- bool bDisabledPIE
- Is this link disabled for PIE?
- SequenceOp LinkedOp
- Linked action that creates this input, for Sequences
- int DrawY
- bool bHidden
- float ActivateDelay
[edit] SeqOpOutputInputLink
Modifiers: native
Individual output link entry, for linking an output link to an input link on another operation.
- SequenceOp LinkedOp
- SequenceOp this is linked to
- int InputLinkIdx
- Index to LinkedOp's InputLinks array that this is linked to
[edit] SeqOpOutputLink
Modifiers: native
Actual output link for a SequenceOp, containing connection information to multiple InputLinks in other SequenceOps.
- array<SeqOpOutputInputLink> Links
- List of actual connections for this output
- string LinkDesc
- Text description of this link
- bool bHasImpulse
- Indicates whether this link is pending activation. If true, the SequenceOps attached to this
link will be activated the next time the sequence is ticked
- bool bDisabled
- Is this link disabled for debugging/testing?
- bool bDisabledPIE
- Is this link disabled for PIE?
- SequenceOp LinkedOp
- Linked op that creates this output, for Sequences
- float ActivateDelay
- Delay applied before activating this output
- int DrawY
- bool bHidden
[edit] SeqVarLink
Modifiers: native
Represents a variable linked to the operation for manipulation upon activation.
- class<SequenceVariable> ExpectedType
- Class of variable that can be attached to this connector.
- array<SequenceVariable> LinkedVariables
- SequenceVariables that we are linked to.
- string LinkDesc
- Text description of this variable's use with this op
- name LinkVar
- Name of the linked external variable that creates this link, for sub-Sequences
- name PropertyName
- Name of the property this variable is associated with
- bool bWriteable
- Is this variable written to by this op?
- bool bHidden
- Should draw this connector in Kismet.
- int MinVars
- Minimum number of variables that should be attached to this connector.
- int MaxVars
- Maximum number of variables that should be attached to this connector.
- int DrawX
- For drawing.
- Property CachedProperty
- Cached property ref
Default values:
| Property | Value |
|---|---|
| ExpectedType | Class'Engine.SequenceVariable' |
| MaxVars | 255 |
| MinVars | 1 |
[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] GetBoolVars
[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] 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)
