Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:SequenceCondition (UT3)
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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
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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. The appropriate output link (which is specific to each conditional type) is then activated based on the value of the those variables. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Default values
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bAutoActivateOutputLinks | False | ||||||||||
ObjColor |
|
||||||||||
ObjName | "Undefined Condition" |
Events
IsValidUISequenceObject
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 SequenceObject would be attached to.
Returns:
- TRUE if this sequence object should be available for use in the UI kismet editor