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Engine.SeqAct_ModifyObjectList

Extends
SeqAct_SetSequenceVariable
Modifiers
native ( Sequence )

A ModifyObjectList Action is used to manipulate an ObjectListVar or a set of ObjectListVars. Basically, a ModifyObjectList Action should be thought of as the operations that can be done to a set of ObjectLists. You have the Action point to a set of ObjectLists and then you use the normal kismet firing of events to cause the Action to affect the Lists. The action provides a number of actions: Add: This will add objects that are being referenced to the List(s) Remove: This will remove objects that are being referenced from the List(s) Empty: This will remove all objects in the List(s) Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. @todo - this should be a conditional

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceAction
         |   
         +-- Engine.SeqAct_SetSequenceVariable
            |   
            +-- Engine.SeqAct_ModifyObjectList

Variables Summary
SeqAct_ModifyObjectList
intListEntriesCount
Inherited Variables from Engine.SequenceAction
bCallHandler, HandlerName, Targets


Variables Detail

SeqAct_ModifyObjectList

ListEntriesCount Source code

var(SeqAct_ModifyObjectList) editconst int ListEntriesCount;
SeqAct_ModifyObjectList determines which of its outputs should be set to active


Defaultproperties

defaultproperties
{

	ObjName="Modify ObjectList"
	ObjCategory="Object List"
	ObjColor=(R=255,G=0,B=255,A=255)


    
	InputLinks(0)=(LinkDesc="Add To List")
	InputLinks(1)=(LinkDesc="Remove From List")
	InputLinks(2)=(LinkDesc="Empty List")

	VariableLinks.Empty

	
	
	
	VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="ObjectRef",MinVars=1)


	
	VariableLinks(1)=(ExpectedType=class'SeqVar_ObjectList',LinkDesc="ObjectListVar",bWriteable=true)


	
	VariableLinks(2)=(ExpectedType=class'SeqVar_Int',LinkDesc="ListEntriesCount",bWriteable=true,PropertyName=ListEntriesCount)

}

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Creation time: ti 22-3-2011 19:56:56.244 - Created with UnCodeX