/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqVar_String extends SequenceVariable native(Sequence); cpptext { virtual FString* GetRef() { return &StrValue; } FString GetValueStr() { return StrValue; } virtual UBOOL SupportsProperty(UProperty *Property) { if (Cast(Property)) { return TRUE; } UArrayProperty* ArrayProp = Cast(Property); if (ArrayProp) { if (Cast(ArrayProp->Inner)) { return TRUE; } } return FALSE; } virtual void PublishValue(USequenceOp *Op, UProperty *Property, FSeqVarLink &VarLink); virtual void PopulateValue(USequenceOp *Op, UProperty *Property, FSeqVarLink &VarLink); } var() string StrValue; defaultproperties { ObjName="String" ObjColor=(R=0,G=255,B=0,A=255) // green }