I don't need to test my programs. I have an error-correcting modem.
Difference between revisions of "UE3:UIAction (UDK)"
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− | ! {{tl|SeqVarLink||SequenceOp|Member}} | + | ! {{tl|SeqVarLink||SequenceOp structs|Member}} |
! Value | ! Value | ||
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{| class="list defaults" | {| class="list defaults" | ||
− | ! {{tl|SeqVarLink||SequenceOp|Member}} | + | ! {{tl|SeqVarLink||SequenceOp structs|Member}} |
! Value | ! Value | ||
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{{code|native final function {{cl|UIScreenObject}} '''GetOwner''' () const}} | {{code|native final function {{cl|UIScreenObject}} '''GetOwner''' () const}} | ||
− | + | Returns the widget that contains this UIAction. | |
====GetOwnerScene==== | ====GetOwnerScene==== |
Revision as of 06:24, 17 January 2010
Object >> SequenceObject >> SequenceOp >> SequenceAction >> UIAction |
- Package:
- Engine
- Direct subclasses:
- UIAction_ActivateLevelEvent, UIAction_ConsoleCommand, UIAction_Scene
- This class in other games:
- UT3
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. |
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
Property group 'UIAction'
bAutoTargetOwner
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
Property | Value | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ObjCategory | "UI" | ||||||||||||
VariableLinks[1] |
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VariableLinks[2] |
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Functions
Static events
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
GetOwner
Returns the widget that contains this UIAction.
GetOwnerScene
Returns the scene that contains this UIAction.
Events
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
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