/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqVar_Vector extends SequenceVariable native(Sequence); cpptext { FVector* GetRef() { return &VectValue; } virtual FString GetValueStr() { return VectValue.ToString(); } virtual UBOOL SupportsProperty(UProperty *Property) { UStructProperty* StructProp = Cast(Property); if (StructProp) { if (StructProp->Struct) { if (appStricmp(*(StructProp->Struct->GetName()), TEXT("Vector")) == 0) { return TRUE; } } } UArrayProperty* ArrayProp = Cast(Property); if (ArrayProp) { UStructProperty* StructProp = Cast(ArrayProp->Inner); if (StructProp && StructProp->Struct) { if (appStricmp(*(StructProp->Struct->GetName()), TEXT("Vector")) == 0) { return TRUE; } } } return FALSE; } virtual void PublishValue(USequenceOp *Op, UProperty *Property, FSeqVarLink &VarLink); virtual void PopulateValue(USequenceOp *Op, UProperty *Property, FSeqVarLink &VarLink); } var() vector VectValue; defaultproperties { ObjName="Vector" ObjColor=(R=128,G=128,B=0,A=255) // dark yellow }