Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:SeqCond_SwitchClass (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceCondition >> SeqCond_SwitchBase >> SeqCond_SwitchClass |
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Properties[edit]
Property group 'SeqCond_SwitchClass'[edit]
ClassArray[edit]
Type: array<SwitchClassInfo>
Default value:
Member | Value |
---|---|
ClassName | 'Default' |
Default values[edit]
Property | Value | ||||||
---|---|---|---|---|---|---|---|
ObjName | "Switch Class" | ||||||
VariableLinks[0] |
|
Structs[edit]
SwitchClassInfo[edit]
Modifiers: native
Stores class name to compare for each output link and whether it should fall through to next node
Events[edit]
InsertValueEntry[edit]
Overrides: SeqCond_SwitchBase.InsertValueEntry
Insert an empty element into this switch's value array at the specified index.
IsFallThruEnabled[edit]
Overrides: SeqCond_SwitchBase.IsFallThruEnabled
Returns whether fall through is enabled for the specified case value.
RemoveValueEntry[edit]
Overrides: SeqCond_SwitchBase.RemoveValueEntry
Remove an element from this switch's value array at the specified index.
VerifyDefaultCaseValue[edit]
Overrides: SeqCond_SwitchBase.VerifyDefaultCaseValue
Ensures that the last item in the value array represents the "default" item. Child classes should override this method to ensure that their value array stays synchronized with the OutputLinks array.