/** * 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) }