The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall

Difference between revisions of "UE3:SeqAct Gate (UDK)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Talk)
 
(Talk)
Line 19: Line 19:
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
<!-- enter variable description -->
+
Is this gate currently open?
  
 
'''Default value:''' True
 
'''Default value:''' True
Line 35: Line 35:
 
|-
 
|-
 
| {{tl|bAutoActivateOutputLinks||SequenceOp}}
 
| {{tl|bAutoActivateOutputLinks||SequenceOp}}
 +
| False
 +
|-
 +
| {{tl|bSuppressAutoComment||SequenceObject}}
 
| False
 
| False
 
|-
 
|-
Line 40: Line 43:
 
|  
 
|  
 
{| class="list defaults"
 
{| class="list defaults"
! {{tl|SeqOpInputLink||SequenceOp|Member}}
+
! {{tl|SeqOpInputLink||SequenceOp structs|Member}}
 
! Value
 
! Value
 
|-
 
|-
Line 50: Line 53:
 
|  
 
|  
 
{| class="list defaults"
 
{| class="list defaults"
! {{tl|SeqOpInputLink||SequenceOp|Member}}
+
! {{tl|SeqOpInputLink||SequenceOp structs|Member}}
 
! Value
 
! Value
 
|-
 
|-
Line 60: Line 63:
 
|  
 
|  
 
{| class="list defaults"
 
{| class="list defaults"
! {{tl|SeqOpInputLink||SequenceOp|Member}}
+
! {{tl|SeqOpInputLink||SequenceOp structs|Member}}
 
! Value
 
! Value
 
|-
 
|-

Revision as of 06:24, 17 January 2010

UDK Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Gate
Package: 
Engine
This class in other games:
UT3


Properties

Property group 'SeqAct_Gate'

AutoCloseCount

Type: int

Auto close after this many activations

bOpen

Type: bool

Is this gate currently open?

Default value: True

Internal variables

CurrentCloseCount

Type: int

Current threshold for closing the gate (increments to keep pace with ActivateCount)

Default values

Property Value
bAutoActivateOutputLinks False
bSuppressAutoComment False
InputLinks[1]
Member Value
LinkDesc "Open"
InputLinks[2]
Member Value
LinkDesc "Close"
InputLinks[3]
Member Value
LinkDesc "Toggle"
ObjCategory "Misc"
ObjName "Gate"

Events

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