Mostly Harmless
UE3:SequenceEvent (UT3)
Object >> SequenceObject >> SequenceOp >> SequenceEvent |
- Package:
- Engine
- Direct subclasses:
- SeqEvent_GetInventory, UTSeqEvent_MinedOre, SeqEvent_TakeDamage, SeqEvent_ProjectileLanded, SeqEvent_Mover, SeqEvent_Used, SeqEvent_AISeeEnemy, SeqEvent_Console, SeqEvent_ConstraintBroken, SeqEvent_Death, SeqEvent_DemoInput, SeqEvent_Destroyed, SeqEvent_LevelBeginning, SeqEvent_LOS, SeqEvent_LevelLoaded, SeqEvent_LevelReset, SeqEvent_LevelStartup, SeqEvent_PickupStatusChange, SeqEvent_PlayerSpawned, SeqEvent_RemoteEvent, SeqEvent_RigidBodyCollision, SeqEvent_SeeDeath, SeqEvent_SequenceActivated, SeqEvent_Touch, UIEvent, UTSeqEvent_CountdownNodeSucceeded, UTSeqEvent_FlagEvent, UTSeqEvent_GameEnded, UTSeqEvent_ObjectiveCompleted, UTSeqEvent_OnslaughtNodeEvent, UTSeqEvent_PowerCoreDestructionEffect, UTSeqEvent_SkipCinematic, UTSeqEvent_TurretSpawn, UTSeqEvent_TurretStatusChanged, UTSeqEvent_VehicleFactory
- This class in other games:
- UDK
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class SequenceEvent
Sequence event is a representation of any event that is used to instigate a sequence.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'SequenceEvent'
bClientSideOnly
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
Type: bool
Is this event currently enabled?
Default value: True
bPlayerOnly
Type: bool
Require this event to be activated by a player?
Default value: True
MaxTriggerCount
Type: int
How many times can this event be activated, 0 for infinite
Default value: 1
Priority
Type: byte
Used by event managers (such as DialogueManager) to help filter out events that occur at same time
ReTriggerDelay
Type: float
Delay between allowed activations
Internal variables
ActivationTime
Type: float
Modifiers: transient
Last time this event was activated at
bRegistered
Type: bool
Modifiers: transient
Has this event been successfully register?
Instigator
Type: Actor
Modifiers: transient
Instigator of the event activation, or the actor that caused the event to be activated. Can vary depending on the type of event.
MaxWidth
Type: int
Editor only, max width of the title bar?
Originator
Type: Actor
Originator of this event, set at editor time. Usually the actor that this event is attached to.
QueuedActivations
Type: array<QueuedActivationInfo>
TriggerCount
Type: int
Modifiers: transient
Number of times this event has been activated
Default values
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Structs
QueuedActivationInfo
Modifiers: native
Matches the ::ActivateEvent parms, for storing multiple activations per frame
Functions
Native functions
CheckActivate
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
RegisterEvent
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
Called once this event is toggled via SeqAct_Toggle.
Other instance functions
Reset
Overrides: SequenceOp.Reset