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    GeneratedEvents is empty

    I'm trying to run a custom kismet event but I'm unable to attach it to my actor.

    When I checked at run-time the GeneratedEvents array is empty!

    My class extends directly from Actor:

    PHP Code:
    class DarkRaidSquad extends Actor
        placeable

    and have the kismet event attached to it in the default properties

    PHP Code:
    DefaultProperties
    {
        
    Begin Object Class=SpriteComponent Name=Sprite
            Sprite
    =Texture2D'EditorResources.Ambientcreatures'
            
    HiddenGame=true
            HiddenEditor
    =false
            AlwaysLoadOnClient
    =False
            AlwaysLoadOnServer
    =False
            SpriteCategoryName
    ="DarkRaidSquad"
        
    End Object
        Components
    .Add(Sprite)
        
    EditorSprite=Sprite

        DRTeam
    =1//Defaults to enemy team

        
    SupportedEvents.Add(class'SeqEvent_DarkRaidSquad');

    My kismet node is:

    PHP Code:
    class SeqEvent_DarkRaidSquad extends SequenceEvent;

    /** Fired when the squad finds an enemy */
    function SquadWokeUp(Actor inOriginatorActor inInstigator)
    {
        
    local array<intActivateIndices;
        
    ActivateIndices[0] = 0;

        if (
    inOriginator != None &&    bEnabled &&    (!bPlayerOnly || (inInstigator != None && inInstigator.IsPlayerOwned())))
        {
            
    CheckActivate(inOriginator,inInstigator,false,ActivateIndices);
        }
    }

    DefaultProperties
    {
        
    ObjName="Squad Trigger"
        
    ObjCategory="DarkRaidSquad"

        
    OutputLinks(0)=(LinkDesc="Wake")

    But when I try to pass through the GeneratedEvents the list is empty! There aren't even the normal events from actor such as touch and etc!

    PHP Code:
    event SquadWokeUp()
    {
        
    local int idx;
        
    local SeqEvent_DarkRaidSquad dmgEvent;
        
    // search for any damage events
        
    for (idx 0idx GeneratedEvents.Lengthidx++)
        {
            
    dmgEvent SeqEvent_DarkRaidSquad(GeneratedEvents[idx]);
            if (
    dmgEvent != None)
            {
                
    // notify the event of the damage received
                
    dmgEvent.SquadWokeUp(selfself);
            }
        }

    GeneratedEvents.Length is 0!
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