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UE3:SequenceOp (UDK)
Object >> SequenceObject >> SequenceOp |
Contents
- 1 Properties
- 1.1 ActivateCount
- 1.2 bActive
- 1.3 bAutoActivateOutputLinks
- 1.4 bHaveMovingOutputConnector
- 1.5 bHaveMovingVarConnector
- 1.6 bLatentExecution
- 1.7 bPendingOutputConnectorRecalc
- 1.8 bPendingVarConnectorRecalc
- 1.9 EventLinks
- 1.10 GamepadID
- 1.11 InputLinks
- 1.12 OutputLinks
- 1.13 PlayerIndex
- 1.14 SearchTag
- 1.15 VariableLinks
- 2 Structs
- 3 Functions
- Package:
- Engine
- Direct subclasses:
- Sequence, SequenceAction, SequenceCondition, SequenceEvent
- This class in other games:
- UT3
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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]
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]
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]
Activates an output link by index
Parameters:
- OutputIdx - output index to set impulse on (if it's not disabled)
ForceActivateInput[edit]
GetBoolVars[edit]
GetInterpDataVars[edit]
Retrieve list of UInterpData objects connected to this sequence op.
GetLinkedObjects[edit]
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]
Returns all the objects linked via SeqVar_Object, optionally specifying the link to filter by.
Fixme: localization
HasLinkedOps[edit]
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]
Copies the values from member variables contained by this sequence op into any VariableLinks attached to that member variable.
PublishLinkedVariableValues[edit]
Copies the values from all VariableLinks to the member variable [of this sequence op] associated with that VariableLink.
Events[edit]
Activated[edit]
Called when this event is activated.
Deactivated[edit]
Called when this event is deactivated.
VersionUpdated[edit]
Called when the version is updated, in case any special handling is desired script-side.
Other instance functions[edit]
GetController[edit]
utility to try to get a Controller out of the given Actor (tries looking for a Pawn if necessary)
GetPawn[edit]
utility to try to get a Pawn out of the given Actor (tries looking for a Controller if necessary)