Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:SeqAct_Log (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Log |
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Properties[edit]
Property group 'SeqAct_Log'[edit]
bIncludeObjComment[edit]
Type: bool
Should ObjComment be included in the log?
Default value: True
bOutputToScreen[edit]
Type: bool
Should this message be drawn on the screen as well as placed in the log?
Default value: True
TargetDuration[edit]
Type: float
Time to leave text floating above Target actor
Default value: -1.0
TargetOffset[edit]
Type: Object.Vector
Offset to apply to the Target actor location when positioning debug text
Default values[edit]
Property | Value | ||||||||||||
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ObjCategory | "Misc" | ||||||||||||
ObjName | "Log" | ||||||||||||
VariableLinks[0] |
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VariableLinks[1] |
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VariableLinks[2] |
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VariableLinks[3] |
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VariableLinks[4] |
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VariableLinks[5] |
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VariableLinks[6] |
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Functions[edit]
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.
Events[edit]
IsValidUISequenceObject[edit]
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