/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_AttachToActor extends SequenceAction; /** if true, then attachments will be detached. */ var() bool bDetach; /** Should hard attach to the actor */ var() bool bHardAttach; /** Bone Name to use for attachment */ var() Name BoneName; /** true if attachment should be set relatively to the target, using an offset */ var() bool bUseRelativeOffset; /** offset to use when attaching */ var() vector RelativeOffset; /** Use relative rotation offset */ var() bool bUseRelativeRotation; /** relative rotation */ var() Rotator RelativeRotation; /** * 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() + 1; } defaultproperties { ObjName="Attach to Actor" ObjCategory="Actor" VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Attachment") bHardAttach=TRUE }