Gah - a solution with more questions. – EntropicLqd
UE3:SeqAct_AttachToActor (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_AttachToActor |
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Properties[edit]
Property group 'SeqAct_AttachToActor'[edit]
bDetach[edit]
Type: bool
if true, then attachments will be detached.
bHardAttach[edit]
Type: bool
Should hard attach to the actor
Default value: True
BoneName[edit]
Type: name
Bone Name to use for attachment
bUseRelativeOffset[edit]
Type: bool
true if attachment should be set relatively to the target, using an offset
bUseRelativeRotation[edit]
Type: bool
Use relative rotation offset
RelativeOffset[edit]
Type: Object.Vector
offset to use when attaching
RelativeRotation[edit]
Type: Object.Rotator
relative rotation
Default values[edit]
Property | Value | ||||||
---|---|---|---|---|---|---|---|
ObjCategory | "Actor" | ||||||
ObjName | "Attach to Actor" | ||||||
VariableLinks[1] |
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Static events[edit]
GetObjClassVersion[edit]
Overrides: SequenceObject.GetObjClassVersion
Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.
Returns:
- the version number for this specific class.