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UE3:Sequence (UDK)

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UDK Object >> SequenceObject >> SequenceOp >> Sequence
Package: 
Engine
Known classes within Sequence:
SeqVar_External
Direct subclasses:
PrefabSequence, PrefabSequenceContainer, UISequence
This class in other games:
UT3

Container object for all sequence objects, also responsible for execution of objects. Can contain nested Sequence objects as well.

Properties

Property group 'Sequence'

bEnabled

Type: bool

Modifiers: private

Is this sequence currently enabled?

Default value: True

Internal variables

ActiveSequenceOps

Type: array<SequenceOp>

Modifiers: const

List of all currently active sequence objects (events, latent actions, etc)

DefaultViewX

Type: int

Default position of origin when opening this sequence in Kismet.

DefaultViewY

Type: int


DefaultViewZoom

Type: float


Default value: 1.0

DelayedActivatedOps

Type: array<ActivateOp>

Modifiers: const

List of impulses that are currently delayed

LogFile

Type: pointer

Modifiers: const

Dedicated file log for tracking all script execution

NestedSequences

Type: array<Sequence>

Modifiers: transient, const

List of any nested sequences, to recursively execute in UpdateOp Do not rely on this in the editor - it is really built and accuracte only when play begins.

QueuedActivations

Type: array<QueuedActivationInfo>


SequenceObjects

Type: array<SequenceObject>

Modifiers: const, export

List of all scripting objects contained in this sequence

UnregisteredEvents

Type: array<SequenceEvent>

Modifiers: const

List of events that failed to register on first pass

Default values

Property Value
ObjName "Sequence"

Structs

ActivateOp

Modifiers: native

Used to save an op to activate and the impulse index.

SequenceOp ActivatorOp 
the sequecne op that last activated the sequence op referenced by 'Op'
SequenceOp Op 
Op pending activation
int InputIdx 
Input link idx to activate on Op
float RemainingDelay 
Remaining delay (for use with DelayedActivatedOps)

QueuedActivationInfo

Modifiers: native

Matches the SequenceEvent::ActivateEvent parms, for storing multiple activations per frame

SequenceEvent ActivatedEvent 
Actor InOriginator 
Actor InInstigator 
array<int> ActivateIndices 
bool bPushTop 

Functions

Native functions

FindSeqObjectsByClass

native noexport final function FindSeqObjectsByClass (class<SequenceObjectDesiredClass, bool bRecursive, out array<SequenceObjectOutputObjects) const

Fills supplied array with all sequence objects of the specified type.

FindSeqObjectsByName

native noexport final function FindSeqObjectsByName (string SeqObjName, bool bCheckComment, out array<SequenceObjectOutputObjects, bool bRecursive) const

Fills supplied array with all sequence object of the specified name.

SetEnabled

native final function SetEnabled (bool bInEnabled)


Other instance functions

Reset

function Reset ()

Overrides: SequenceOp.Reset