I'm a doctor, not a mechanic

UE3:SequenceOp (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> SequenceObject >> SequenceOp
Package: 
Engine
Direct subclasses:
Sequence, SequenceAction, SequenceCondition, SequenceEvent
This class in other games:
UT3

Base class of any sequence object that can be executed, such as SequenceAction, SequenceCondtion, etc.

Properties[edit]

ActivateCount[edit]

Type: int

Modifiers: transient

Number of times that this Op has had Activate called on it. Used for finding often-hit ops and optimising levels.

bActive[edit]

Type: bool

Is this operation currently active?

bAutoActivateOutputLinks[edit]

Type: bool

indicates whether all output links should be activated when this op has finished executing

Default value: True

bHaveMovingOutputConnector[edit]

Type: bool

Modifiers: transient, editoronly

True if there is currently moving output connector

bHaveMovingVarConnector[edit]

Type: bool

Modifiers: transient, editoronly

True if there is currently a moving variable connector

bLatentExecution[edit]

Type: bool

Modifiers: const

Does this op use latent execution (can it stay active multiple updates?)

bPendingOutputConnectorRecalc[edit]

Type: bool

Modifiers: transient, editoronly

True if there is a pending output connector position recalculation (I.E when a connector has just moved, or a connector as added or deleted

bPendingVarConnectorRecalc[edit]

Type: bool

Modifiers: transient, editoronly

True if there is a pending variable connector position recalculation (I.E when a connector has just moved, or a connector as added or deleted

EventLinks[edit]

Type: array<SeqEventLink>


GamepadID[edit]

Type: byte

Modifiers: transient, noimport

The ControllerId for the player that generated this action; generally only relevant in UI sequences.

InputLinks[edit]

Type: array<SeqOpInputLink>


Default value:

Member Value
LinkDesc "In"

OutputLinks[edit]

Type: array<SeqOpOutputLink>


Default value:

Member Value
LinkDesc "Out"

PlayerIndex[edit]

Type: int

Modifiers: transient, noimport

The index [into the Engine.GamePlayers array] for the player that this action is associated with. Currently only used in UI sequences.

SearchTag[edit]

Type: int

Modifiers: transient, duplicatetransient, const, protected

used when searching for objects to avoid unnecessary recursion

VariableLinks[edit]

Type: array<SeqVarLink>

All variables used by this operation, both input/output.

Structs[edit]

See SequenceOp structs.

Functions[edit]

Iterator functions[edit]

LinkedVariables[edit]

native noexport final iterator function LinkedVariables (class<SequenceVariableVarClass, out SequenceVariable OutVariable, optional string InDesc)

returns all linked variables that are of the specified class or a subclass

Parameters:

  • VarClass - the class of variable to return
  • OutVariable - out) the returned variable for each iteration
  • InDesc - optional) if specified, only variables connected to the link with the given description are returned

Fixme: localization

Native functions[edit]

ActivateNamedOutputLink[edit]

native final function bool ActivateNamedOutputLink (string LinkDesc)

Activates an output link by searching for the one with a matching LinkDesc.

Parameters:

  • LinkDesc - the string used as the value for LinkDesc of the output link to activate.

Returns:

TRUE if the link was found and activated.

ActivateOutputLink[edit]

native final function bool ActivateOutputLink (int OutputIdx)

Activates an output link by index

Parameters:

  • OutputIdx - output index to set impulse on (if it's not disabled)

ForceActivateInput[edit]

native final function ForceActivateInput (int InputIdx)


GetBoolVars[edit]

native noexport final function GetBoolVars (out array<byteboolVars, optional string inDesc) const


GetInterpDataVars[edit]

native noexport final function GetInterpDataVars (out array<InterpDataoutIData, optional string inDesc)

Retrieve list of UInterpData objects connected to this sequence op.

GetLinkedObjects[edit]

native final function GetLinkedObjects (out array<SequenceObjectout_Objects, optional class<SequenceObjectObjectType, optional bool bRecurse)

Gets all SequenceObjects that are contained by this SequenceObject.

Parameters:

  • out_Objects - will be filled with all ops that are linked to this op via the VariableLinks, OutputLinks, or InputLinks arrays. This array is NOT cleared first.
  • ObjectType - if specified, only objects of this class (or derived) will be added to the output array.
  • bRecurse - if TRUE, recurse into linked ops and add their linked ops to the output array, recursively.

GetObjectVars[edit]

native noexport final function GetObjectVars (out array<ObjectobjVars, optional string inDesc) const

Returns all the objects linked via SeqVar_Object, optionally specifying the link to filter by.

Fixme: localization

HasLinkedOps[edit]

native final function bool HasLinkedOps (optional bool bConsiderInputLinks) const

Determines whether this sequence op is linked to any other sequence ops through its variable, output, event or (optionally) its input links.

Parameters:

  • bConsiderInputLinks - specify TRUE to check this sequence ops InputLinks array for linked ops as well

Returns:

TRUE if this sequence op is linked to at least one other sequence op.

PopulateLinkedVariableValues[edit]

native final virtual function PopulateLinkedVariableValues ()

Copies the values from member variables contained by this sequence op into any VariableLinks attached to that member variable.

PublishLinkedVariableValues[edit]

native final virtual function PublishLinkedVariableValues ()

Copies the values from all VariableLinks to the member variable [of this sequence op] associated with that VariableLink.

Events[edit]

Activated[edit]

event Activated ()

Called when this event is activated.

Deactivated[edit]

event Deactivated ()

Called when this event is deactivated.

VersionUpdated[edit]

event VersionUpdated (int OldVersion, int NewVersion)

Called when the version is updated, in case any special handling is desired script-side.

Other instance functions[edit]

GetController[edit]

function Controller GetController (Actor TheActor)

utility to try to get a Controller out of the given Actor (tries looking for a Pawn if necessary)

GetPawn[edit]

function Pawn GetPawn (Actor TheActor)

utility to try to get a Pawn out of the given Actor (tries looking for a Controller if necessary)

Reset[edit]

function Reset ()