Mostly Harmless
UE3:UIAction_ChangeState (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> SequenceObject >> SequenceOp >> SequenceAction >> UIAction >> UIAction_ChangeState |
- Package:
- Engine
- Direct subclasses:
- UIAction_ActivateState, UIAction_DeactivateState
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 for actions that change widget states.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UIAction_ChangeState'[edit]
StateType[edit]
If not target state is specified, then the first State in the target widget's InactiveStates array that has this class will be activated
TargetState[edit]
Type: UIState
(Optional) the state that should be activated by this action. Useful when a widget contains more than one instance of a particular state class in its InactiveStates array (such as a focused state, and a specialized version of the focused state)
Internal variables[edit]
bStateChangeFailed[edit]
Type: bool
Determines whether this action was successfully executed. Should be set by the handler function for this action.
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
bAutoActivateOutputLinks | False | ||||
bAutoTargetOwner | True | ||||
bCallHandler | False | ||||
ObjClassVersion | 5 | ||||
OutputLinks[0] |
|
||||
OutputLinks[1] |
|