/** * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_ModifyProperty extends SequenceAction native; cpptext { #if WITH_EDITOR virtual void CheckForErrors(); #endif virtual void Activated(); }; /** * Struct used to figure out which properties to modify. */ struct native PropertyInfo { /** Name of the property to modify */ var() Name PropertyName; /** Should this property be modified? */ var() bool bModifyProperty; /** New value to apply to the property */ var() string PropertyValue; }; /** List of properties that can be modified */ var() editinline array Properties; defaultproperties { ObjName="Modify Property" ObjCategory="Object Property" }