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KF2-Dev-Scripts/Engine/Classes/SeqAct_GetLocationAndRotation.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SeqAct_GetLocationAndRotation extends SequenceAction
native(Sequence);
cpptext
{
void Activated();
}
/** The location of the actor */
var() editconst Vector Location;
/** A normalized vector in the direction of the actor's rotation */
var() editconst Vector RotationVector;
/** A vector that holds floating point versions of the FRotator rotation */
var() editconst Vector Rotation;
/**
* OPTIONAL: Name of a socket or bone to get the world-space location and rotation of (if this actor contains a skeletal mesh)
* If left empty or there is no skeletal mesh, this action will still get the actor location and rotation
*/
var() Name SocketOrBoneName;
/**
* Return the version number for this class. Child classes should increment this method by calling Super then adding
* a individual class version to the result. When a class is first created, the number should be 0; each time one of the
* link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of
* Super.GetObjClassVersion() should be incremented by 1.
*
* @return the version number for this specific class.
*/
static event int GetObjClassVersion()
{
return Super.GetObjClassVersion() + 2;
}
defaultproperties
{
ObjName="Get Location and Rotation"
ObjCategory="Actor"
VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Target",PropertyName=Targets,MaxVars=1)
VariableLinks(1)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Location",bWriteable=true,PropertyName=Location)
VariableLinks(2)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Rotation Vector",bWriteable=true,PropertyName=RotationVector)
VariableLinks(3)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Rotation",bWriteable=true,PropertyName=Rotation)
}