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UE3:SequenceOp (UDK)

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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

ActivateCount

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

Type: bool

Is this operation currently active?

bAutoActivateOutputLinks

Type: bool

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

Default value: True

bHaveMovingOutputConnector

Type: bool

Modifiers: transient, editoronly

True if there is currently moving output connector

bHaveMovingVarConnector

Type: bool

Modifiers: transient, editoronly

True if there is currently a moving variable connector

bLatentExecution

Type: bool

Modifiers: const

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

bPendingOutputConnectorRecalc

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

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

Type: array<SeqEventLink>


GamepadID

Type: byte

Modifiers: transient, noimport

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

InputLinks

Type: array<SeqOpInputLink>


Default value:

Member Value
LinkDesc "In"

OutputLinks

Type: array<SeqOpOutputLink>


Default value:

Member Value
LinkDesc "Out"

PlayerIndex

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

Type: int

Modifiers: transient, duplicatetransient, const, protected

used when searching for objects to avoid unnecessary recursion

VariableLinks

Type: array<SeqVarLink>

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

Structs

See SequenceOp structs.

Functions

Iterator functions

LinkedVariables

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

ActivateNamedOutputLink

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

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

native final function ForceActivateInput (int InputIdx)


GetBoolVars

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


GetInterpDataVars

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

Retrieve list of UInterpData objects connected to this sequence op.

GetLinkedObjects

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

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

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

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

native final virtual function PublishLinkedVariableValues ()

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

Events

Activated

event Activated ()

Called when this event is activated.

Deactivated

event Deactivated ()

Called when this event is deactivated.

VersionUpdated

event VersionUpdated (int OldVersion, int NewVersion)

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

Other instance functions

GetController

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

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

function Reset ()