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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SeqAct_AttachToActor extends SequenceAction;
/** if true, then attachments will be detached. */
var() bool bDetach;
/** Should hard attach to the actor */
var() bool bHardAttach;
/** Bone Name to use for attachment */
var() Name BoneName;
/** true if attachment should be set relatively to the target, using an offset */
var() bool bUseRelativeOffset;
/** offset to use when attaching */
var() vector RelativeOffset;
/** Use relative rotation offset */
var() bool bUseRelativeRotation;
/** relative rotation */
var() Rotator RelativeRotation;
/**
* 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() + 1;
}
defaultproperties
{
ObjName="Attach to Actor"
ObjCategory="Actor"
VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Attachment")
bHardAttach=TRUE
}