| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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SeqAct_WaitForLevelsVisible Kismet action exposing associating/ dissociating of levels. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.SequenceObject
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+-- Engine.SequenceOp
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+-- Engine.SequenceAction
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+-- Engine.SeqAct_Latent
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+-- Engine.SeqAct_WaitForLevelsVisible
| Variables Summary | |
|---|---|
| SeqAct_WaitForLevelsVisible | |
| bool | bShouldBlockOnLoad |
| array<Name> | LevelNames |
| Inherited Variables from Engine.SeqAct_Latent |
|---|
| bAborted, LatentActors |
| Inherited Variables from Engine.SequenceAction |
|---|
| bCallHandler, HandlerName, Targets |
| Functions Summary |
|---|
| Inherited Functions from Engine.SeqAct_Latent |
|---|
| AbortFor, Update |
| Variables Detail |
|---|
If TRUE engine will request blocking load if level is in process of being loaded.
Names of levels to wait for visibility.
| Defaultproperties |
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defaultproperties { bShouldBlockOnLoad=True InputLinks(0)=(LinkDesc="Wait") ObjName="Wait for Levels to be visible" ObjCategory="Level" Name="Default__SeqAct_WaitForLevelsVisible" ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent' } |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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