I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:SequenceEvent (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceEvent |
- Package:
- Engine
- Direct subclasses:
- SeqEvent_AIReachedRouteActor, SeqEvent_AISeeEnemy, SeqEvent_AnimNotify, SeqEvent_Console, SeqEvent_ConstraintBroken, SeqEvent_CrowdAgentReachedDestination, SeqEvent_Death, SeqEvent_Destroyed, SeqEvent_GetInventory, SeqEvent_HitWall, SeqEvent_LevelBeginning, SeqEvent_LevelLoaded, SeqEvent_LevelReset, SeqEvent_LevelStartup, SeqEvent_LOS, SeqEvent_Mover, SeqEvent_ParticleEvent, SeqEvent_PickupStatusChange, SeqEvent_PlayerSpawned, SeqEvent_ProjectileLanded, SeqEvent_RemoteEvent, SeqEvent_RigidBodyCollision, SeqEvent_SeeDeath, SeqEvent_SequenceActivated, SeqEvent_TakeDamage, SeqEvent_Touch, SeqEvent_Used, UIEvent, UTSeqEvent_FlagEvent, UTSeqEvent_GameEnded, UTSeqEvent_ObjectiveCompleted, UTSeqEvent_SkipCinematic, UTSeqEvent_VehicleFactory
- This class in other games:
- UT3
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class SequenceEvent
Sequence event is a representation of any event that is used to instigate a sequence.
Properties[edit]
Property group 'SequenceEvent'[edit]
bClientSideOnly[edit]
Type: bool
Modifiers: const
if true, this event (and therefore all linked actions) is triggered on the client instead of the server use for events that don't affect gameplay
Note: direct references to level placed actors used by client side events/actions require that the actors have bStatic or bNoDelete set; otherwise the reference will be NULL on the client
bEnabled[edit]
Type: bool
Is this event currently enabled?
Default value: True
bPlayerOnly[edit]
Type: bool
Require this event to be activated by a player?
Default value: True
MaxTriggerCount[edit]
Type: int
How many times can this event be activated, 0 for infinite
Default value: 1
Priority[edit]
Type: byte
Used by event managers (such as DialogueManager) to help filter out events that occur at same time
ReTriggerDelay[edit]
Type: float
Delay between allowed activations
Internal variables[edit]
ActivationTime[edit]
Type: float
Last time this event was activated at
bRegistered[edit]
Type: bool
Modifiers: transient
Has this event been successfully register?
DuplicateEvts[edit]
Type: array<SequenceEvent>
Modifiers: transient
List of events that are in-place duplicates of this event, used to relay messages.
Instigator[edit]
Type: Actor
Instigator of the event activation, or the actor that caused the event to be activated. Can vary depending on the type of event.
MaxWidth[edit]
Type: int
Editor only, max width of the title bar?
Originator[edit]
Type: Actor
Originator of this event, set at editor time. Usually the actor that this event is attached to.
TriggerCount[edit]
Type: int
Number of times this event has been activated
Default values[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bAutoActivateOutputLinks | False | ||||||||||
ObjColor |
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VariableLinks[0] |
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Functions[edit]
Native functions[edit]
CheckActivate[edit]
Checks if this event could be activated, and if bTest == false then the event will be activated with the specified actor as the instigator.
Parameters:
- inOriginator - actor to use as the originator
- inInstigator - actor to use as the instigator
- bTest - if true, then the event will not actually be activated, only tested for success
- ActivateIndices - array of indices of output links to activate if the event is activated. If unspecified, the default is to activate all of them.
- bPushTop - if true and the event is activated, adds it to the top of the stack (meaning it will be executed first), rather than the bottom
Returns:
- true if this event can be activated, or was activate if !bTest
Events[edit]
RegisterEvent[edit]
Called when the sequence that contains this event is initialized (@see USequence::InitializeSequence). For events attached to actors, this will occur at level startup (@see USequence::BeginPlay())
Toggled[edit]
Called once this event is toggled via SeqAct_Toggle.
Other instance functions[edit]
Reset[edit]
Overrides: SequenceOp.Reset