/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_SetLocation extends SeqAct_SetSequenceVariable native(Sequence); cpptext { void Activated(); }; /** Default value to use if no variables are linked */ var() bool bSetLocation; var() vector LocationValue; /** Default value to use if no variables are linked */ var() Rotator RotationValue; var() bool bSetRotation; /** Object that will be moved */ var Object Target; /** * 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="Set Actor Location" ObjCategory="Actor" bSetLocation=TRUE bSetRotation=TRUE VariableLinks.Empty VariableLinks(0)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Location",MaxVars=1) VariableLinks(1)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Rotation",MaxVars=1) VariableLinks(2)=(ExpectedType=class'SeqVar_Object',LinkDesc="Target",bWriteable=true,PropertyName=Target,MaxVars=1) }