SequenceActivated creates
an input node on the exterior of a sub-sequence when placed
inside the sub-sequence. In the example below, I created the
sequence 'Test01' which, by defualt, has no input/output.
Then I created the sub-sequence 'Test02, and put a SequenceActivated
Event inside it. As you can see, there is now an input node
for the sequence. This allows you to send a signal directly
into a sequence, and inside the sequence, the 'Aequence Activated'
will now fire off when a signal reaches the input node on
the sequence.
• bClientSideOnly: This is a handy tool to optimize
events for the network. Basically, if the event is not going
to affect gameplay - if it doesn't matter to other players
- then select client only. This will prevent the event from
sending placement/rotation/physics data across the network
and trying to make sure the asset is in the same place and
the same time on everyone's computer who's in the macth. This
would be used for decorative items that have no affect on
gameplay. If, however, all the players do need to be constantly
updated with the asset's information, then make sure this
is checked off. A common dynamic asset this is necessary for
is a lift. All the players need to see where the lift actually
is at any given moment.
• bEnabled: If you combine events with toggles, this
field will allow you to turn 'off' and 'on' the event at any
time. It's enabled by default, but if you need to start with
the event 'off' and then turn it on later, uncheck bEnabled
and the event will not fire until you turn it on. Note:
This contorls the event - not the asset itself. So it is possible
to have multiple events tied to the same asset, some of which
are enabled, some disabled.
• bPlayerOnly: If you only want the Player, but not
NPC's to cause the event to fire, then check this off. Unchecked,
and anything can set off the event.
• InputLabel: This is the field you would edit in order
to customize the name of the input node.
• MaxTriggerCount: This controls how many times the
Event can fire off. 0 is infinite, otherwise, the event will
stop working after it reaches the number you enter. 1 is default.
• ReTriggerDelay: If the event is allowed to fire multiple
times, this will implement a slight delay after it fires before
it can be fired again. This prevents spamming kismet signals
out of the event which is especially important if the event
is going to propagate across the network.
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