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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. A custom action to demonstrate condensing a complex Kismet script into a single action.
Core.Object
|
+-- Engine.SequenceObject
|
+-- Engine.SequenceOp
|
+-- Engine.SequenceAction
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+-- Engine.SeqAct_Latent
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+-- UTGame.SeqAct_DrumHit
| Variables Summary | |
|---|---|
| array<Light> | CachedLights |
| float | LightBrightness |
| float | PulseDirection |
| SeqAct_DrumHit | |
| float | BrightnessRampDownRate |
| float | BrightnessRampUpRate |
| DistributionFloatUniform | BrightnessRange |
| SoundCue | HitSound |
| 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 |
|---|
Cached list of lights to interpolate
Current interpolation value
Which direction are we currently interpolating brightness?
Light brightness interpolation rates
Light brightness range
Sound to play on activation
| Defaultproperties |
|---|
defaultproperties { Begin Object Class=DistributionFloatUniform Name=LightBrightnessDistribution ObjName=LightBrightnessDistribution Archetype=DistributionFloatUniform'Engine.Default__DistributionFloatUniform' Max=1.000000 Name="LightBrightnessDistribution" ObjectArchetype=DistributionFloatUniform'Engine.Default__DistributionFloatUniform' End Object BrightnessRange=LightBrightnessDistribution BrightnessRampUpRate=0.100000 BrightnessRampDownRate=0.500000 InputLinks(0)=(LinkDesc="Sound Only") InputLinks(1)=(LinkDesc="All") VariableLinks(0)=(LinkDesc="Sound Source") VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Light",MinVars=1,MaxVars=255) VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Emitter",MinVars=1,MaxVars=255) ObjName="Drum Hit" ObjCategory="DemoGame" Name="Default__SeqAct_DrumHit" ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent' } |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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