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Engine.SeqAct_AttachToActor

Extends
SequenceAction

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceAction
         |   
         +-- Engine.SeqAct_AttachToActor

Variables Summary
SeqAct_AttachToActor
boolbDetach
boolbHardAttach
NameBoneName
boolbUseRelativeOffset
boolbUseRelativeRotation
vectorRelativeOffset
RotatorRelativeRotation
Inherited Variables from Engine.SequenceAction
bCallHandler, HandlerName, Targets
Inherited Variables from Engine.SequenceOp
ActivateCount, bActive, bAutoActivateOutputLinks, bHaveMovingInputConnector, bHaveMovingOutputConnector, bHaveMovingVarConnector, bLatentExecution, bPendingInputConnectorRecalc, bPendingOutputConnectorRecalc, bPendingVarConnectorRecalc, EventLinks, GamepadID, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks

Structures Summary
Inherited Structures from Engine.SequenceOp
SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink

Functions Summary
eventint GetObjClassVersion ()))
Inherited Functions from Engine.SequenceOp
Activated, ActivateNamedOutputLink, ActivateOutputLink, Deactivated, ForceActivateInput, ForceActivateOutput, GetBoolVars, GetController, GetInterpDataVars, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset, VersionUpdated


Variables Detail

SeqAct_AttachToActor

bDetach Source code

var(SeqAct_AttachToActor) bool bDetach;
if true, then attachments will be detached.

bHardAttach Source code

var(SeqAct_AttachToActor) bool bHardAttach;
Should hard attach to the actor

BoneName Source code

var(SeqAct_AttachToActor) Name BoneName;
Bone Name to use for attachment

bUseRelativeOffset Source code

var(SeqAct_AttachToActor) bool bUseRelativeOffset;
true if attachment should be set relatively to the target, using an offset

bUseRelativeRotation Source code

var(SeqAct_AttachToActor) bool bUseRelativeRotation;
Use relative rotation offset

RelativeOffset Source code

var(SeqAct_AttachToActor) vector RelativeOffset;
offset to use when attaching

RelativeRotation Source code

var(SeqAct_AttachToActor) Rotator RelativeRotation;
relative rotation


Functions Detail

GetObjClassVersion Source code

static event int 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.
@return the version number for this specific class.


Defaultproperties

defaultproperties
{
	ObjName="Attach to Actor"
	ObjCategory="Actor"

	VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Attachment")

	bHardAttach=TRUE
}

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Creation time: ti 22-3-2011 19:56:56.004 - Created with UnCodeX