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UE3:SeqAct_Latent (UDK)

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UDK Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent
Package: 
Engine
Direct subclasses:
SeqAct_ActorFactory, SeqAct_AIMoveToActor, SeqAct_CrowdSpawner, SeqAct_Delay, SeqAct_DelaySwitch, SeqAct_ForceGarbageCollection, SeqAct_ForceMaterialMipsResident, SeqAct_GameCrowdSpawner, SeqAct_Interp, SeqAct_LevelStreamingBase, SeqAct_LevelVisibility, SeqAct_PlayAgentAnimation, SeqAct_PlaySound, SeqAct_PrepareMapChange, SeqAct_SetDOFParams, SeqAct_SetMotionBlurParams, SeqAct_StreamInTextures, SeqAct_WaitForLevelsVisible, UTSeqAct_DummyWeaponFire, SeqAct_ControlGameMovie
This class in other games:
UT3

This is a basic action that supports latent execution on actors. It will remain active by default until all targeted actors have either finished the latent behavior, or have been destroyed.

Properties[edit]

bAborted[edit]

Type: bool

Indicates whether or not this latent action has been aborted

LatentActors[edit]

Type: array<Actor>

List of all actors currently performing this op

Default values[edit]

Property Value
bLatentExecution True
ObjColor
Member Value
A 255
B 0
G 128
R 128
ObjName "Undefined Latent"
OutputLinks[0]
Member Value
LinkDesc "Finished"
OutputLinks[1]
Member Value
LinkDesc "Aborted"

Functions[edit]

Native functions[edit]

AbortFor[edit]

native function AbortFor (Actor latentActor)

Allows an actor to abort this current latent action, forcing the Aborted output link to be activated instead of the default one on normal completion.

Parameters:

  • latentActor - actor aborting the latent action

Events[edit]

Update[edit]

event bool Update (float DeltaTime)

script tick interface the action deactivates when this function returns false and LatentActors is empty

Returns:

whether the action needs to keep ticking