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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 | |
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SeqAct_ModifyObjectList | |
int | ListEntriesCount |
Inherited Variables from Engine.SequenceAction |
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bCallHandler, HandlerName, Targets |
Variables Detail |
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SeqAct_ModifyObjectList determines which of its outputs should be set to active
Defaultproperties |
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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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