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
Jump to: navigation, search
UT3 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
Member Value
A 255
B 255
G 0
R 0
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.