/** * Activated once a sequence is activated by another operation. * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqEvent_SequenceActivated extends SequenceEvent native(Sequence); cpptext { #if WITH_EDITOR protected: FString GetDisplayTitle() const; #endif public: virtual void OnCreated(); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); UBOOL CheckActivateSimple(); } /** Text label to use on the sequence input link */ var() string InputLabel; defaultproperties { ObjName="Sequence Activated" InputLabel="In" bPlayerOnly=false MaxTriggerCount=0 }