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UE3:UIAction (UDK)

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UDK Object >> SequenceObject >> SequenceOp >> SequenceAction >> UIAction
Package: 
Engine
Direct subclasses:
UIAction_ActivateLevelEvent, UIAction_ConsoleCommand, UIAction_Scene
This class in other games:
UT3

Abstract base class for UI actions. Actions perform tasks for widgets, in response to some external event. Actions are created by programmers and are bound to widget events by designers using the UI editor.

Properties[edit]

Property group 'UIAction'[edit]

bAutoTargetOwner[edit]

Type: bool

Controls whether this action is automatically executed on the owning widget. If true, this action will add the owning widget to the Targets array when it's activated, provided the Targets array is empty.

Default values[edit]

Property Value
ObjCategory "UI"
VariableLinks[1]
Member Value
bHidden True
bWriteable True
ExpectedType Class'Engine.SeqVar_Int'
LinkDesc "Player Index"
PropertyName 'PlayerIndex'
VariableLinks[2]
Member Value
bHidden True
bWriteable True
ExpectedType Class'Engine.SeqVar_Int'
LinkDesc "Gamepad Id"
PropertyName 'GamepadID'

Functions[edit]

Static events[edit]

GetObjClassVersion[edit]

static event int GetObjClassVersion ()

Overrides: SequenceObject.GetObjClassVersion

Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.

Returns:

the version number for this specific class.

Native functions[edit]

GetOwner[edit]

native final function UIScreenObject GetOwner () const

Returns the widget that contains this UIAction.

GetOwnerScene[edit]

native final function UIScene GetOwnerScene () const

Returns the scene that contains this UIAction.

Events[edit]

IsValidLevelSequenceObject[edit]

event bool IsValidLevelSequenceObject ()

Overrides: SequenceObject.IsValidLevelSequenceObject

Determines whether this class should be displayed in the list of available ops in the level kismet editor.

Returns:

TRUE if this sequence object should be available for use in the level kismet editor

IsValidUISequenceObject[edit]

event bool IsValidUISequenceObject (optional UIScreenObject TargetObject)

Overrides: SequenceObject.IsValidUISequenceObject

Determines whether this class should be displayed in the list of available ops in the UI's kismet editor.

Parameters:

  • TargetObject - the widget that this SequenceObject would be attached to.

Returns:

TRUE if this sequence object should be available for use in the UI kismet editor