I don't need to test my programs. I have an error-correcting modem.
UE3:SequenceCondition (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> SequenceObject >> SequenceOp >> SequenceCondition |
- Package:
- Engine
- Direct subclasses:
- SeqCond_IsLoggedIn, UTSeqCond_IsCarryingFlag, UTSeqCond_IsConsole, SeqCond_CompareBool, SeqCond_CompareFloat, SeqCond_CompareInt, UTSeqCond_IsLinkSetupActive, SeqCond_CompareObject, SeqCond_GetServerType, SeqCond_IncrementFloat, SeqCond_Increment, SeqCond_IsInCombat, SeqCond_IsSameTeam, SeqCond_SwitchBase, UTSeqCond_CheckWeapon, UTSeqCond_DoTutorial, UTSeqCond_GetNodeState, UTSeqCond_HasInventory, UTSeqCond_HasPersistentKey, UTSeqCond_IsUsingWeapon, UTSeqCond_MissionCheck
- This class in other games:
- UDK
Base class of any Kismet operation that acts as a conditional statement, such as simple boolean expression.
When a SequenceCondition is activated, the values for each variable linked to this conditional are retrieved. The appropriate output link (which is specific to each conditional type) is then activated based on the value of the those variables.
Default values[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bAutoActivateOutputLinks | False | ||||||||||
ObjColor |
|
||||||||||
ObjName | "Undefined Condition" |
Events[edit]
IsValidUISequenceObject[edit]
event bool IsValidUISequenceObject (optional UIScreenObject TargetObject)
Overrides: SequenceObject.IsValidUISequenceObject
Determines whether this class should be displayed in the list of available ops in the UI's kismet editor.
Parameters:
- TargetObject - the widget that this SequenceCondition would be attached to.
Returns:
- Always True. Kismet conditions are valid UI sequence objects by default.