UE3:SeqAct_DrumHit (UT3)

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UT3 Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_DrumHit
Package:
UTGame

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

A custom action to demonstrate condensing a complex Kismet script into a single action.

Properties

Property group 'SeqAct_DrumHit'

BrightnessRampDownRate

Type: float


Default value: 0.5

BrightnessRampUpRate

Type: float

Light brightness interpolation rates

Default value: 0.1

BrightnessRange

Type: DistributionFloatUniform

Modifiers: editinline

Light brightness range

Default value: DistributionFloatUniform'LightBrightnessDistribution'

HitSound

Type: SoundCue

Sound to play on activation

Internal variables

CachedLights

Type: array<Light>

Modifiers: transient

Cached list of lights to interpolate

LightBrightness

Type: float

Modifiers: transient

Current interpolation value

PulseDirection

Type: float

Modifiers: transient

Which direction are we currently interpolating brightness?

Default values

Property Value
InputLinks[0]
Member Value
LinkDesc "Sound Only"
InputLinks[1]
Member Value
LinkDesc "All"
ObjCategory "DemoGame"
ObjName "Drum Hit"
VariableLinks[0]
Member Value
LinkDesc "Sound Source"
VariableLinks[1]
Member Value
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Light"
MaxVars 255
MinVars 1
VariableLinks[2]
Member Value
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Emitter"
MaxVars 255
MinVars 1

Subobjects

LightBrightnessDistribution

Class: Engine.DistributionFloatUniform

Property Value
Max 1.0