class Ban_SeqAct_ChangeOutdoorWetness extends SequenceAction; var() float NewOutdoorWetness; event Activated() { local WorldInfo WI; local Hat_MapInfo MI; WI = class'WorldInfo'.static.GetWorldInfo(); MI = Hat_MapInfo(WI.GetMapInfo()); if (MI != None) { MI.OutdoorWetness = NewOutdoorWetness; WI.UpdateGenericSceneProxyParameters(); //so the wetness nodes in the materials get refreshed } } defaultproperties { ObjName="Change Outdoor Wetness" ObjCategory="Visuals" bCallHandler=false VariableLinks.Empty }