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UE3:SeqCond_SwitchName (UT3)
Object >> SequenceObject >> SequenceOp >> SequenceCondition >> SeqCond_SwitchBase >> SeqCond_SwitchName |
- Package:
- Engine
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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] |
|
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]
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.