/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_GetProperty extends SequenceAction native(Sequence); cpptext { virtual void Activated(); } /** Name of property to search for */ var() Name PropertyName; defaultproperties { ObjName="Get Property" ObjCategory="Object Property" VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Object",bWriteable=TRUE) VariableLinks(2)=(ExpectedType=class'SeqVar_Int',LinkDesc="Int",bWriteable=TRUE) VariableLinks(3)=(ExpectedType=class'SeqVar_Float',LinkDesc="Float",bWriteable=TRUE) VariableLinks(4)=(ExpectedType=class'SeqVar_String',LinkDesc="String",bWriteable=TRUE) VariableLinks(5)=(ExpectedType=class'SeqVar_Bool',LinkDesc="Bool",bWriteable=TRUE) }