Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:SequenceAction (UDK)

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UDK Object >> SequenceObject >> SequenceOp >> SequenceAction
Package: 
Engine
Direct subclasses:
SeqAct_ActivateRemoteEvent, SeqAct_AddRemoveFaceFXAnimSet, SeqAct_AIAbortMoveToActor, SeqAct_ApplySoundNode, SeqAct_AssignController, SeqAct_AttachToActor, SeqAct_AttachToEvent, SeqAct_CameraFade, SeqAct_CameraLookAt, SeqAct_CameraShake, SeqAct_CauseDamage, SeqAct_CauseDamageRadial, SeqAct_ChangeCollision, SeqAct_CommitMapChange, SeqAct_ConsoleCommand, SeqAct_ControlMovieTexture, SeqAct_ConvertToString, SeqAct_Destroy, SeqAct_DrawText, SeqAct_FinishSequence, SeqAct_FlyThroughHasEnded, SeqAct_ForceFeedback, SeqAct_Gate, SeqAct_GetDistance, SeqAct_GetLocationAndRotation, SeqAct_GetProperty, SeqAct_GetVectorComponents, SeqAct_GetVelocity, SeqAct_GiveInventory, SeqAct_HealDamage, SeqAct_IsInObjectList, SeqAct_Latent, SeqAct_Log, SeqAct_MakeNoise, SeqAct_ModifyCover, SeqAct_ModifyHealth, SeqAct_ModifyProperty, SeqAct_ParticleEventGenerator, SeqAct_PlayFaceFXAnim, SeqAct_PlayMusicTrack, SeqAct_Possess, SeqAct_RangeSwitch, SeqAct_SetBlockRigidBody, SeqAct_SetCameraTarget, SeqAct_SetDamageInstigator, SeqAct_SetMaterial, SeqAct_SetMatInstScalarParam, SeqAct_SetMatInstTexParam, SeqAct_SetMatInstVectorParam, SeqAct_SetMesh, SeqAct_SetParticleSysParam, SeqAct_SetPATAState, SeqAct_SetPhysics, SeqAct_SetRigidBodyIgnoreVehicles, SeqAct_SetSequenceVariable, SeqAct_SetSkelControlTarget, SeqAct_SetSkeletalMesh, SeqAct_SetSoundMode, SeqAct_SetStaticMesh, SeqAct_SetVectorComponents, SeqAct_SetVelocity, SeqAct_SetWheelParticles, SeqAct_Switch, SeqAct_Teleport, SeqAct_ThrowActiveWeapon, SeqAct_Timer, SeqAct_Toggle, SeqAct_ToggleAffectedByHitEffects, SeqAct_ToggleCinematicMode, SeqAct_ToggleConstraintDrive, SeqAct_ToggleDynamicChannel, SeqAct_ToggleGodMode, SeqAct_ToggleHUD, SeqAct_Trace, SeqAct_UpdateDynamicCover, SeqAct_UpdatePhysBonesFromAnim, UIAction, UTSeqAct_ActivateRocketBoosters, UTSeqAct_AddNamedBot, UTSeqAct_AdjustPersistentKey, UTSeqAct_AIFreeze, UTSeqAct_AIStartFireAt, UTSeqAct_AIStopFire, UTSeqAct_AttachTowCable, UTSeqAct_ChangeTeam, UTSeqAct_EnterVehicle, UTSeqAct_ExitVehicle, UTSeqAct_GetTeamNum, UTSeqAct_HoverboardSpinJump, UTSeqAct_InfiniteAmmo, UTSeqAct_PlayAnim, UTSeqAct_PlayAnnouncement, UTSeqAct_PlayCameraAnim, UTSeqAct_ReturnCTFFlag, UTSeqAct_ScriptedVoiceMessage, UTSeqAct_SelfDestruct, UTSeqAct_SetBotsMustComplete, UTSeqAct_SetVisibilityModifier, UTSeqAct_SpawnProjectile, UTSeqAct_StopCameraAnim, UTSeqAct_ToggleAnnouncements, UTSeqAct_UnlockAchievement, UTSeqAct_UnlockChar, UTSeqAct_UseHoverboard, SeqAct_GameCrowdPopulationManagerToggle, SeqAct_PlayCameraAnim
This class in other games:
UT3

This is an op that by default performs a behavior on any targeted objects.

Properties

Property group 'SequenceAction'

Targets

Type: array<Object>

List of objects to call the handler function on

Internal variables

bCallHandler

Type: bool

If true this action will call the handler function on all targeted actors

Default value: True

HandlerName

Type: name

Handler function name for this action, if none will use the class name to autogenerate one: SeqAct_DoSomething sets HandlerName to "OnDoSomething"

Default values

Property Value
ObjColor
Member Value
A 255
B 255
G 0
R 255
ObjName "Unknown Action"
VariableLinks[0]
Member Value
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Target"
PropertyName 'Targets'