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UE3:SeqCond_SwitchName (UT3)

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UT3 Object >> SequenceObject >> SequenceOp >> SequenceCondition >> SeqCond_SwitchBase >> SeqCond_SwitchName
Package: 
Engine

Base class for all switch condition ops which use a name value for branching.

Copyright 2007 Epic Games, Inc. All Rights Reserved

Properties[edit]

Property group 'SeqCond_SwitchName'[edit]

SupportedValues[edit]

Type: array<SwitchNameCase>

Stores the list of values which are handled by this switch object.

Default value:

Member Value
NameValue 'Default'

Default values[edit]

Property Value
ObjName "Switch Name"
VariableLinks[0]
Member Value
ExpectedType Class'Engine.SeqVar_Name'
LinkDesc "Name Value"
MaxVars 255
MinVars 1

Structs[edit]

SwitchNameCase[edit]

Modifiers: native

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

name NameValue 
the value of this case statement
bool bFallThru 
indicates whether control should fall through to the next case upon a match

Events[edit]

InsertValueEntry[edit]

event InsertValueEntry (int InsertIndex)

Overrides: SeqCond_SwitchBase.InsertValueEntry

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

IsFallThruEnabled[edit]

event bool IsFallThruEnabled (int ValueIndex)

Overrides: SeqCond_SwitchBase.IsFallThruEnabled

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

RemoveValueEntry[edit]

event RemoveValueEntry (int RemoveIndex)

Overrides: SeqCond_SwitchBase.RemoveValueEntry

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

VerifyDefaultCaseValue[edit]

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.