/** * Upon activation this action triggers the associated output link * of the owning Sequence. * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_FinishSequence extends SequenceAction native(Sequence); cpptext { #if WITH_EDITOR protected: FString GetDisplayTitle() const; #endif public: virtual void Activated(); virtual void OnCreated(); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); } /** Text label to use on the sequence output link */ var() string OutputLabel; defaultproperties { ObjName="Finish Sequence" ObjCategory="Misc" OutputLabel="Out" OutputLinks.Empty VariableLinks.Empty }