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UE3:SeqCond_SwitchClass (UDK)

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UDK Object >> SequenceObject >> SequenceOp >> SequenceCondition >> SeqCond_SwitchBase >> SeqCond_SwitchClass
Package: 
Engine
This class in other games:
UT3


Properties

Property group 'SeqCond_SwitchClass'

ClassArray

Type: array<SwitchClassInfo>


Default value:

Member Value
ClassName 'Default'

Default values

Property Value
ObjName "Switch Class"
VariableLinks[0]
Member Value
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Object"

Structs

SwitchClassInfo

Modifiers: native

Stores class name to compare for each output link and whether it should fall through to next node

name ClassName 
byte bFallThru 

Events

InsertValueEntry

event InsertValueEntry (int InsertIndex)

Overrides: SeqCond_SwitchBase.InsertValueEntry

Insert an empty element into this switch's value array at the specified index.

IsFallThruEnabled

event bool IsFallThruEnabled (int ValueIndex)

Overrides: SeqCond_SwitchBase.IsFallThruEnabled

Returns whether fall through is enabled for the specified case value.

RemoveValueEntry

event RemoveValueEntry (int RemoveIndex)

Overrides: SeqCond_SwitchBase.RemoveValueEntry

Remove an element from this switch's value array at the specified index.

VerifyDefaultCaseValue

event VerifyDefaultCaseValue ()

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.