I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

Difference between revisions of "UE3:SequenceCondition (UT3)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Auto-generated page)
 
m (tweaked descriptions)
 
Line 6: Line 6:
 
| abstract = yes
 
| abstract = yes
 
}}
 
}}
{{autogenerated}}
+
Base class of any [[Kismet]] operation that acts as a conditional statement, such as simple boolean expression.
Base class of any sequence 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.
 
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
 
The appropriate output link (which is specific to each conditional type) is then activated based on the value of the
 
those variables.
 
those variables.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
 
  
 
==Default values==
 
==Default values==
Line 53: Line 52:
  
 
'''Parameters:'''
 
'''Parameters:'''
* ''TargetObject'' - the widget that this SequenceObject would be attached to.  
+
* ''TargetObject'' - the widget that this SequenceCondition would be attached to.  
  
 
'''Returns:'''
 
'''Returns:'''
:TRUE if this sequence object should be available for use in the UI kismet editor
+
:Always ''True''. Kismet conditions are valid UI sequence objects by default.

Latest revision as of 14:04, 28 November 2008

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.