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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.SequenceObject | +-- Engine.SequenceOp | +-- Engine.SequenceAction | +-- Engine.SeqAct_CameraFade
Variables Summary | |
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array<PlayerController> | CachedPCs |
vector2d | FadeAlpha |
float | FadeTimeRemaining |
SeqAct_CameraFade | |
bool | bPersistFade |
color | FadeColor |
float | FadeOpacity |
float | FadeTime |
Inherited Variables from Engine.SequenceAction |
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bCallHandler, HandlerName, Targets |
Structures Summary |
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Inherited Structures from Engine.SequenceOp |
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SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink |
Functions Summary | ||
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![]() | int | GetObjClassVersion ())) |
Variables Detail |
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List of PCs this action is applied to
Range of alpha to fade, FadeAlpha.X + ((1.f - FadeTimeRemaining/FadeTime) * (FadeAlpha.Y - FadeAlpha.X))
Time left before reaching full alpha
Should the fade persist?
Color to use as the fade
The opacity that the camera will fade to
How long to fade to FadeOpacity from the camera's current fade opacity
Functions Detail |
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Defaultproperties |
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defaultproperties { ObjName="Fade" ObjCategory="Camera" bLatentExecution=TRUE bAutoActivateOutputLinks=FALSE FadeAlpha=(X=0.f,Y=1.f) FadeOpacity=1.f FadeTime=1.f bPersistFade=TRUE VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Target",PropertyName=Targets,bHidden=TRUE) OUtputLinks(0)=(LinkDesc="Out") OUtputLinks(1)=(LinkDesc="Finished") } |
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