class SeqVar_Named extends SequenceVariable hidecategories(SequenceVariable) native(Sequence); /** * This is a special type of variable that can be used to connect to a variable anywhere in the level sequence. * When play begins, it will search up parent sequences to find a variable of the corresponding type whose name matches FindVarName and connect to it. * This makes it easy to have one instance of a variable that is used in many places throughout sequences without complex wiring through many layers. * Similar to a global variable in C++. * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ cpptext { // UObject interface virtual void PostLoad(); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); // SequenceObject interface virtual void OnConnect(USequenceObject *connObj,INT connIdx); /** * Returns whether this SequenceObject can exist in a sequence without being linked to anything else (i.e. does not require * another sequence object to activate it) */ virtual UBOOL IsStandalone() const { return TRUE; } // SequenceVariable interface virtual FString GetValueStr(); #if WITH_EDITOR virtual void DrawExtraInfo(FCanvas* Canvas, const FVector& CircleCenter); #endif // SeqVar_Named interface void UpdateStatus(); virtual UBOOL ValidateVarLinks(); } /** Class that this variable will act as. Set automatically when connected to a SequenceOp variable connector. */ var() class ExpectedType; /** Will search entire level's sequences (ie all subsequences) to find a variable whose VarName matches FindVarName. */ var() Name FindVarName; /** For use in Kismet, to indicate if this variable is ok. Updated in UpdateStatus. */ var transient bool bStatusIsOk; defaultproperties { ObjName="Named Variable" }