| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Allows designers to activate remote events in the current level. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved
Core.Object
|
+-- Engine.SequenceObject
|
+-- Engine.SequenceOp
|
+-- Engine.SequenceAction
|
+-- Engine.UIAction
|
+-- Engine.UIAction_ActivateLevelEvent
| Variables Summary | |
|---|---|
| UIAction_ActivateLevelEvent | |
| Name | EventName |
| Inherited Variables from Engine.UIAction |
|---|
| bAutoTargetOwner, GamepadID |
| Inherited Variables from Engine.SequenceAction |
|---|
| bCallHandler, HandlerName, Targets |
| Functions Summary |
|---|
| Inherited Functions from Engine.UIAction |
|---|
| GetOwner, GetOwnerScene, IsValidLevelSequenceObject, IsValidUISequenceObject |
| Variables Detail |
|---|
Name of the event to activate
| Defaultproperties |
|---|
defaultproperties { EventName="DefaultEvent" bAutoActivateOutputLinks=False OutputLinks(0)=(LinkDesc="Failed") OutputLinks(1)=(LinkDesc="Success") VariableLinks(0)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="Player Index",PropertyName=,bWriteable=True,bHidden=True) VariableLinks(1)=(LinkDesc="Gamepad Id",PropertyName="GamepadID") ObjName="Activate Level Event" ObjCategory="Level" Name="Default__UIAction_ActivateLevelEvent" ObjectArchetype=UIAction'Engine.Default__UIAction' } |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||