/** * Node that is meant to modify the contents of a Drew_KismetText. */ class Drew_SeqAct_ModifyKismetText extends SequenceAction; var bool bOverride_Text; var bool bOverride_TextColor; var() string Text; var() Color TextColor; function ApplyOverrides(Hat_TextRenderComponent TextComp) { if (TextComp == None) return; if (bOverride_Text) TextComp.Text = Text; if (bOverride_TextColor) TextComp.TextColor = TextColor; TextComp.ForceUpdate(false); } defaultproperties { ObjName = "Modify Kismet Text" ObjCategory = "Give me a custom category!" // Despite what the comment Epic left might make you believe, it, in fact, does NOT // automatically generate the handler name, and you DO need to set this yourself :) HandlerName = "OnModifyKismetText" bSuppressAutoComment = false Text = "" TextColor = (R = 255, G = 255, B = 255, A = 255) }