/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_Possess extends SequenceAction native(Sequence); cpptext { void Activated(); }; var transient Pawn PawnToPossess; /** true if should kill old pawn */ var() bool bKillOldPawn; /** Try to leave vehicle if manning one */ var() bool bTryToLeaveVehicle; defaultproperties { ObjName="Possess Pawn" ObjCategory="Pawn" bTryToLeaveVehicle=TRUE VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Pawn Target") }