SequenceOp
Class in Engine · Engine.SequenceOp · native, abstract
Object › SequenceObject › SequenceOp
Subclasses: Sequence, SequenceAction, SequenceCondition, SequenceEvent
Using it from Lua
h7.find_all("SequenceOp") -- live instances
h7.find_class("Engine.SequenceOp") -- the class
h7.hook("Engine.SequenceOp.Activated", fn)
Structs
SeqEventLink
| Field | Type |
ExpectedType | class<SequenceEvent> |
LinkedEvents | array<SequenceEvent> |
LinkDesc | string |
DrawX | int |
bHidden | bool |
bMoving | bool |
bClampedMax | bool |
bClampedMin | bool |
OverrideDelta | int |
Defaults
ExpectedType=class'Engine.SequenceEvent'
bMoving=false
bClampedMax=false
bClampedMin=false
OverrideDelta=0
| Field | Type |
LinkDesc | string |
bHasImpulse | bool |
QueuedActivations | int |
bDisabled | bool |
bDisabledPIE | bool |
LinkedOp | SequenceOp |
DrawY | int |
bHidden | bool |
ActivateDelay | float |
bMoving | bool |
bClampedMax | bool |
bClampedMin | bool |
OverrideDelta | int |
SeqOpOutputLink
| Field | Type |
Links | array<SeqOpOutputInputLink> |
LinkDesc | string |
bHasImpulse | bool |
bDisabled | bool |
bDisabledPIE | bool |
LinkedOp | SequenceOp |
ActivateDelay | float |
DrawY | int |
bHidden | bool |
bMoving | bool |
bClampedMax | bool |
bClampedMin | bool |
OverrideDelta | int |
PIEActivationTime | float |
bIsActivated | bool |
Defaults
bMoving=false
bClampedMax=false
bClampedMin=false
OverrideDelta=0
SeqVarLink
| Field | Type |
ExpectedType | class<SequenceVariable> |
LinkedVariables | array<SequenceVariable> |
LinkDesc | string |
LinkVar | Name |
PropertyName | Name |
bWriteable | bool |
bSequenceNeverReadsOnlyWritesToThisVar | bool |
bModifiesLinkedObject | bool |
bHidden | bool |
MinVars | int |
MaxVars | int |
DrawX | int |
CachedProperty | Property |
bAllowAnyType | bool |
bMoving | bool |
bClampedMax | bool |
bClampedMin | bool |
OverrideDelta | int |
Defaults
ExpectedType=class'Engine.SequenceVariable'
MinVars=1
MaxVars=255
bMoving=false
bClampedMax=false
bClampedMin=false
OverrideDelta=0
Properties
| Name | Type | Notes |
ActivateCount | int | transient |
ActivatorSeqOp | SequenceOp | transient |
bActive | bool | |
bAutoActivateOutputLinks | bool | |
bHaveMovingInputConnector | bool | transient |
bHaveMovingOutputConnector | bool | transient |
bHaveMovingVarConnector | bool | transient |
bIsActivated | bool | transient |
bIsBreakpointSet | bool | |
bIsCurrentDebuggerOp | bool | transient |
bIsHiddenBreakpointSet | bool | transient |
bLatentExecution | bool | const |
bPendingInputConnectorRecalc | bool | transient |
bPendingOutputConnectorRecalc | bool | transient |
bPendingVarConnectorRecalc | bool | transient |
EventLinks | array<SeqEventLink> | |
GamepadID | byte | transient |
InputLinks | array<SeqOpInputLink> | |
LastActivatedInputLink | int | transient |
LastActivatedInputLinkSavegame | int | no declaration: type is approximate |
LastActivatedOutputLink | int | transient |
OutputLinks | array<SeqOpOutputLink> | |
PIEActivationTime | float | transient |
PlayerIndex | int | transient |
SearchTag | int | const, transient, protected |
VariableLinks | array<SeqVarLink> | |
Functions
| Name | Declaration |
Activated | event Activated() |
ActivateNamedOutputLink | final native function bool ActivateNamedOutputLink(string LinkDesc) |
ActivateOutputLink | final native function bool ActivateOutputLink(int OutputIdx) |
Deactivated | event Deactivated() |
ForceActivateInput | final native function ForceActivateInput(int InputIdx) |
ForceActivateOutput | final native function ForceActivateOutput(int OutputIdx) |
GetBoolVars | final native function GetBoolVars(out array boolVars, optional string inDesc) |
GetController | function Controller GetController(Actor TheActor) |
GetInterpDataVars | final native function GetInterpDataVars(out array<InterpData> outIData, optional string inDesc) |
GetLinkedObjects | final native function GetLinkedObjects(out array<SequenceObject> out_Objects, optional class<SequenceObject> ObjectType, optional bool bRecurse) |
GetObjectVars | final native function GetObjectVars(out array<Object> objVars, optional string inDesc) |
GetPawn | function Pawn GetPawn(Actor TheActor) |
HasLinkedOps | final native function bool HasLinkedOps(optional bool bConsiderInputLinks) |
LinkedVariables | final native iterator function LinkedVariables(class<SequenceVariable> VarClass, out SequenceVariable OutVariable, optional string InDesc) |
PopulateLinkedVariableValues | final native function PopulateLinkedVariableValues() |
PublishLinkedVariableValues | final native function PublishLinkedVariableValues() |
Reset | function Reset() |
VersionUpdated | event VersionUpdated(int OldVersion, int NewVersion) |
Default values
InputLinks(0)=(LinkDesc="In")
OutputLinks(0)=(LinkDesc="Out")
bAutoActivateOutputLinks=true
PlayerIndex=-1
GamepadID=255
bHaveMovingVarConnector = false
bHaveMovingInputConnector = false
bHaveMovingOutputConnector = false
bPendingVarConnectorRecalc = true
bPendingInputConnectorRecalc = true
bPendingOutputConnectorRecalc = true
bIsBreakpointSet=false
LastActivatedInputLink = -1
LastActivatedOutputLink = -1
Inherited