/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqVar_Float extends SequenceVariable native(Sequence); cpptext { virtual FLOAT* GetRef() { return &FloatValue; } virtual FString GetValueStr() { return FString::Printf(TEXT("%2.3f"),FloatValue); } virtual UBOOL SupportsProperty(UProperty *Property) { return (Property->IsA(UFloatProperty::StaticClass()) || (Property->IsA(UArrayProperty::StaticClass()) && ((UArrayProperty*)Property)->Inner->IsA(UFloatProperty::StaticClass()))); } virtual void PublishValue(USequenceOp *Op, UProperty *Property, FSeqVarLink &VarLink); virtual void PopulateValue(USequenceOp *Op, UProperty *Property, FSeqVarLink &VarLink); } var() float FloatValue; defaultproperties { ObjName="Float" ObjCategory="Float" ObjColor=(R=0,G=0,B=255,A=255) // blue }