Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Difference between revisions of "UE3:UTSeqAct UseHoverboard (UDK)"
From Unreal Wiki, The Unreal Engine Documentation Site
(Talk) |
m (1 revision: class descriptions for UDK January update (part 8)) |
(No difference)
|
Latest revision as of 06:02, 17 January 2010
Object >> SequenceObject >> SequenceOp >> SequenceAction >> UTSeqAct_UseHoverboard |
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. |
Properties[edit]
Hoverboard[edit]
Type: UTVehicle
reference to the hoverboard that was spawned, so that the scripter can access it
Default values[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
ObjCategory | "Pawn" | ||||||||||
ObjName | "Use Hoverboard" | ||||||||||
VariableLinks[1] |
|
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.