/** * SeqAct_MultiLevelStreaming * * Kismet action exposing loading and unloading of multiple levels at once. * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_MultiLevelStreaming extends SeqAct_LevelStreamingBase native(Sequence); struct native LevelStreamingNameCombo { /** Cached LevelStreaming object that is going to be loaded/ unloaded on request. */ var const LevelStreaming Level; /** LevelStreaming object name. */ var() const Name LevelName; }; /** Array of levels to load/ unload */ var() array Levels; /** Should any levels not contained in Levels be unloaded? */ var() bool bUnloadAllOtherLevels; var transient bool bStatusIsOk; cpptext { void Activated(); UBOOL UpdateOp(FLOAT DeltaTime); virtual void UpdateStatus(); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); #if WITH_EDITOR virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& BoxCenter); #endif }; defaultproperties { ObjName="Stream Levels" }