/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqEvent_MobileObjectPicker extends SeqEvent_MobileRawInput native; cpptext { /** * Handle a touch event coming from the device. * * @param Originator is a reference to the PC that caused the input * @param Handle the id of the touch * @param Type What type of event is this * @param TouchpadIndex The touchpad this touch came from * @param TouchLocation Where the touch occurred * @param DeviceTimestamp Input event timestamp from the device */ void InputTouch(APlayerController* Originator, UINT Handle, UINT TouchpadIndex, BYTE Type, FVector2D TouchLocation, DOUBLE DeviceTimestamp); } /** How far should this object track out to hit something */ var(mobile) float TraceDistance; /** Should we check on touch/move as well */ var(mobile) bool bCheckonTouch; var vector FinalTouchLocation; var vector FinalTouchNormal; var object FinalTouchObject; /** List of objects that we are looking for touches on */ var() array Targets; defaultproperties { ObjName="Mobile Object Picker" ObjCategory="Input" MaxTriggerCount=0 TraceDistance=20480 OutputLinks.Empty OutputLinks(0)=(LinkDesc="Success") OutputLinks(1)=(LinkDesc="Fail") VariableLinks.Empty VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Target",PropertyName=Targets) }