Always snap to grid

Difference between revisions of "UE3:SeqVar ObjectList (UDK)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Talk)
 
(Talk)
(One intermediate revision by the same user not shown)
Line 1: Line 1:
{{infobox class
+
{{UE3:SeqVar_ObjectList (UT3)}}
| package = Engine
+
| parent1 = SeqVar_Object
+
| parent2 = SequenceVariable
+
| parent3 = SequenceObject
+
| parent4 = Object
+
}}
+
{{autogenerated}}
+
An ObjectList Var is derived from the SeqVar_Object Variable so it may be used
+
by Actions as if it were just another ObjectVar.  For Actions that modify
+
a pointed to ObjectVar Kismet object when in fact they are pointing to an
+
ObjectList, the behavior will be semi undefined and probably will not do what
+
they expect.
+
 
+
For Actions that take a set of pointed to ObjectVars and then do an action
+
TO the actual UObject (e.g. an ExampleGamePawn), then the ObjectList will
+
return the set of Objects it has and the action will just work.
+
 
+
Also, SeqVar_ObjectList objects are not persistent.  ObjectLists (for now) are
+
meant to be runtime list storage.
+
 
+
==Properties==
+
===Property group 'SeqVar_ObjectList'===
+
====ObjList====
+
'''Type:''' [[array]]<{{cl|Object}}>
+
 
+
<!-- enter variable description -->
+
 
+
===Default values===
+
{| class="list defaults"
+
! Property
+
! Value
+
|-
+
| {{tl|ObjColor||SequenceObject}}
+
|
+
{| class="list defaults"
+
! {{tl|Color||Object structs|Member}}
+
! Value
+
|-
+
| A
+
| 255
+
|-
+
| B
+
| 102
+
|-
+
| G
+
| 0
+
|-
+
| R
+
| 102
+
|}
+
|-
+
| {{tl|ObjName||SequenceObject}}
+
| "Object List"
+
|}
+
 
+
==Instance functions==
+
====GetObjectValue====
+
{{code|function {{cl|Object}}&nbsp;'''GetObjectValue''' ()}}
+
 
+
'''Overrides:''' {{tl|GetObjectValue|SeqVar_Object}}
+
 
+
returns the object this variable is currently pointing to
+
if this variable represents a list of objects, only returns the first one
+
 
+
====SetObjectValue====
+
{{code|function '''SetObjectValue''' ({{cl|Object}}&nbsp;'''NewValue''')}}
+
 
+
'''Overrides:''' {{tl|SetObjectValue|SeqVar_Object}}
+
 
+
sets the object this variable points to
+

Revision as of 06:12, 17 January 2010

UDK Object >> SequenceObject >> SequenceVariable >> SeqVar_Object >> SeqVar_ObjectList
Package: 
Engine
This class in other games:
UT3

An ObjectList Var is derived from the SeqVar_Object Variable so it may be used by Actions as if it were just another ObjectVar. For Actions that modify a pointed to ObjectVar Kismet object when in fact they are pointing to an ObjectList, the behavior will be semi undefined and probably will not do what they expect.

For Actions that take a set of pointed to ObjectVars and then do an action TO the actual UObject (e.g. an ExampleGamePawn), then the ObjectList will return the set of Objects it has and the action will just work.

Also, SeqVar_ObjectList objects are not persistent. ObjectLists (for now) are meant to be runtime list storage. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

Property group 'SeqVar_ObjectList'

ObjList

Type: array<Object>

this is our list of objects which this kismet variable holds *

Default values

Property Value
ObjColor
Member Value
A 255
B 102
G 0
R 102
ObjName "Object List"

Instance functions

GetObjectValue

function Object GetObjectValue ()

Overrides: SeqVar_Object.GetObjectValue

returns the object this variable is currently pointing to if this variable represents a list of objects, only returns the first one

SetObjectValue

function SetObjectValue (Object NewValue)

Overrides: SeqVar_Object.SetObjectValue

sets the object this variable points to