/** * SeqAct_PrepareMapChange * * Kismet action exposing kicking off async map changes * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_PrepareMapChange extends SeqAct_Latent native(Sequence); /** The main level that should be transitioned to. */ var() name MainLevelName; /** Additional secondary levels that should be pre-loaded before the switcheroo. */ var() array InitiallyLoadedSecondaryLevelNames; /** If this is TRUE, then a much larger time slice will be given to the loading code (useful for loading during a movie, etc) */ var() bool bIsHighPriority; var transient bool bStatusIsOk; cpptext { virtual void PostLoad(); /** * Called when this sequence action is being activated. Kicks off async background loading. */ void Activated(); void DeActivated(); /** * Called from parent sequence via ExecuteActiveOps, returns TRUE to indicate this * action has completed, which in this case means the engine is ready to have * CommitMapChange called. * * @return TRUE if action has completed, FALSE otherwise */ UBOOL UpdateOp(FLOAT DeltaTime); virtual void UpdateStatus(); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); #if WITH_EDITOR virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& BoxCenter); #endif }; defaultproperties { ObjName="Prepare Map Change" ObjCategory="Level" VariableLinks.Empty OutputLinks.Empty InputLinks(0)=(LinkDesc="PrepareLoad") OutputLinks(0)=(LinkDesc="Finished") }