My program doesn't have bugs. It just develops random features.
UE3:SequenceOp (UT3)
Object >> SequenceObject >> SequenceOp |
- Package:
- Engine
- Direct subclasses:
- SequenceAction, SequenceCondition, SequenceEvent, Sequence
- This class in other games:
- UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Base class of any sequence object that can be executed, such as SequenceAction, SequenceCondtion, etc. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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
bLatentExecution
Type: bool
Modifiers: const
Does this op use latent execution (can it stay active multiple updates?)
EventLinks
Type: array<SeqEventLink>
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
SeqEventLink
Modifiers: native
Represents an event linked to the operation, similar to a variable link. Necessary only since SequenceEvent does not derive from SequenceVariable.
Todo: native interfaces - could be avoided by using interfaces, but requires support for native interfaces
- class<SequenceEvent> ExpectedType
- array<SequenceEvent> LinkedEvents
- string LinkDesc
- int DrawX
- bool bHidden
Default values:
Property | Value |
---|---|
ExpectedType | Class'Engine.SequenceEvent' |
SeqOpInputLink
Modifiers: native
Represents an input link for a SequenceOp, that is connected via another SequenceOp's output link.
- string LinkDesc
- Text description of this link
- bool bHasImpulse
- Indicates whether this input is ready to provide data to this sequence operation.
- bool bDisabled
- Is this link disabled for debugging/testing?
- bool bDisabledPIE
- Is this link disabled for PIE?
- SequenceOp LinkedOp
- Linked action that creates this input, for Sequences
- int DrawY
- bool bHidden
- float ActivateDelay
SeqOpOutputInputLink
Modifiers: native
Individual output link entry, for linking an output link to an input link on another operation.
- SequenceOp LinkedOp
- SequenceOp this is linked to
- int InputLinkIdx
- Index to LinkedOp's InputLinks array that this is linked to
SeqOpOutputLink
Modifiers: native
Actual output link for a SequenceOp, containing connection information to multiple InputLinks in other SequenceOps.
- array<SeqOpOutputInputLink> Links
- List of actual connections for this output
- string LinkDesc
- Text description of this link
- bool bHasImpulse
- Indicates whether this link is pending activation. If true, the SequenceOps attached to this
link will be activated the next time the sequence is ticked
- bool bDisabled
- Is this link disabled for debugging/testing?
- bool bDisabledPIE
- Is this link disabled for PIE?
- SequenceOp LinkedOp
- Linked op that creates this output, for Sequences
- float ActivateDelay
- Delay applied before activating this output
- int DrawY
- bool bHidden
SeqVarLink
Modifiers: native
Represents a variable linked to the operation for manipulation upon activation.
- class<SequenceVariable> ExpectedType
- Class of variable that can be attached to this connector.
- array<SequenceVariable> LinkedVariables
- SequenceVariables that we are linked to.
- string LinkDesc
- Text description of this variable's use with this op
- name LinkVar
- Name of the linked external variable that creates this link, for sub-Sequences
- name PropertyName
- Name of the property this variable is associated with
- bool bWriteable
- Is this variable written to by this op?
- bool bHidden
- Should draw this connector in Kismet.
- int MinVars
- Minimum number of variables that should be attached to this connector.
- int MaxVars
- Maximum number of variables that should be attached to this connector.
- int DrawX
- For drawing.
- Property CachedProperty
- Cached property ref
Default values:
Property | Value |
---|---|
ExpectedType | Class'Engine.SequenceVariable' |
MaxVars | 255 |
MinVars | 1 |
Functions
Iterator functions
LinkedVariables
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
GetBoolVars
GetLinkedObjects
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
Returns all the objects linked via SeqVar_Object, optionally specifying the link to filter by.
Fixme: localization
HasLinkedOps
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
Copies the values from member variables contained by this sequence op into any VariableLinks attached to that member variable.
PublishLinkedVariableValues
Copies the values from all VariableLinks to the member variable [of this sequence op] associated with that VariableLink.
Events
Activated
Called when this event is activated.
Deactivated
Called when this event is deactivated.
Other instance functions
GetController
utility to try to get a Controller out of the given Actor (tries looking for a Pawn if necessary)
GetPawn
utility to try to get a Pawn out of the given Actor (tries looking for a Controller if necessary)