/** * SeqAct_LevelStreamingBase * * Base Kismet action exposing loading and unloading of levels. * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_LevelStreamingBase extends SeqAct_Latent abstract native(Sequence); /** Whether to make the level immediately visible after it finishes loading */ var() bool bMakeVisibleAfterLoad; /** Whether we want to force a blocking load */ var() bool bShouldBlockOnLoad; cpptext { /** * Handles "Activated" for single ULevelStreaming object. * * @param LevelStreamingObject LevelStreaming object to handle "Activated" for. */ void ActivateLevel( ULevelStreaming* LevelStreamingObject ); /** * Handles "UpdateOp" for single ULevelStreaming object. * * @param LevelStreamingObject LevelStreaming object to handle "UpdateOp" for. * * @return TRUE if operation has completed, FALSE if still in progress */ UBOOL UpdateLevel( ULevelStreaming* LevelStreamingObject ); }; defaultproperties { bMakeVisibleAfterLoad=TRUE ObjCategory="Level" VariableLinks.Empty OutputLinks.Empty InputLinks(0)=(LinkDesc="Load") InputLinks(1)=(LinkDesc="Unload") OutputLinks(0)=(LinkDesc="Finished") }