/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_ActivateRemoteEvent extends SequenceAction native(Sequence); cpptext { public: void Activated(); virtual void UpdateStatus(); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); #if WITH_EDITOR virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& BoxCenter); protected: FString GetDisplayTitle() const; #endif } /** Instigator to use in the event */ var() Actor Instigator; /** Name of the event to activate */ var() Name EventName; /** For use in Kismet, to indicate if this variable is ok. Updated in UpdateStatus. */ var transient bool bStatusIsOk; /** * 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="Activate Remote Event" ObjCategory="Event" EventName=DefaultEvent OutputLinks.Empty OutputLinks(0)=(LinkDesc="Out") VariableLinks.Empty VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Instigator",PropertyName=Instigator) }