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UE3:SeqAct_Latent (UT3)

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UT3 Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent
Package: 
Engine
Direct subclasses:
SeqAct_Delay, UTSeqAct_DummyWeaponFire, SeqAct_ForceGarbageCollection, SeqAct_ActorFactory, SeqAct_ForceMaterialMipsResident, SeqAct_AIMoveToActor, SeqAct_CrossFadeMusicTracks, SeqAct_DelaySwitch, SeqAct_DrumHit, SeqAct_Interp, SeqAct_LevelStreamingBase, SeqAct_LevelVisibility, SeqAct_PlayCameraAnim, SeqAct_PlaySound, SeqAct_PrepareMapChange, SeqAct_SetDOFParams, SeqAct_SetMotionBlurParams, SeqAct_VelocityLoop, SeqAct_WaitForLevelsVisible
This class in other games:
UDK

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. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

bAborted

Type: bool

Indicates whether or not this latent action has been aborted

LatentActors

Type: array<Actor>

List of all actors currently performing this op

Default values

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

Native functions

AbortFor

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

Update

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