◆ CanReturnRunning()
  
  
      
        
          | static override bool SCR_AISetCompartmentAccessible.CanReturnRunning  | 
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           | ) | 
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◆ EOnTaskSimulate()
      
        
          | override ENodeResult SCR_AISetCompartmentAccessible.EOnTaskSimulate  | 
          ( | 
          AIAgent |           owner,  | 
        
        
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           | 
          float |           dt ) | 
        
      
 
 
◆ GetOnHoverDescription()
  
  
      
        
          | static override string SCR_AISetCompartmentAccessible.GetOnHoverDescription  | 
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           | ) | 
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static   | 
  
 
 
◆ GetVariablesIn()
      
        
          | override TStringArray SCR_AISetCompartmentAccessible.GetVariablesIn  | 
          ( | 
           | ) | 
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◆ OnAbort()
      
        
          | override void SCR_AISetCompartmentAccessible.OnAbort  | 
          ( | 
          AIAgent |           owner,  | 
        
        
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           | 
          Node |           nodeCausingAbort ) | 
        
      
 
 
◆ OnEnter()
      
        
          | override void SCR_AISetCompartmentAccessible.OnEnter  | 
          ( | 
          AIAgent |           owner | ) | 
           | 
        
      
 
 
◆ VisibleInPalette()
  
  
      
        
          | static override bool SCR_AISetCompartmentAccessible.VisibleInPalette  | 
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           | ) | 
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◆ COMPARTMENT_PORT
  
  
      
        
          | const string SCR_AISetCompartmentAccessible.COMPARTMENT_PORT = "CompartmentIn" | 
         
       
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static   | 
  
 
 
◆ m_bAbortDone
  
  
      
        
          | bool SCR_AISetCompartmentAccessible.m_bAbortDone | 
         
       
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protected   | 
  
 
 
◆ s_aVarsIn
  
  
      
        
          | ref TStringArray SCR_AISetCompartmentAccessible.s_aVarsIn | 
         
       
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staticprotected   | 
  
 
Initial value:= {
    }
static const string COMPARTMENT_PORT
Definition SCR_AISetCompartmentAccessible.c:3
 
 
 
 
The documentation for this interface was generated from the following file:
- Game/AI/ScriptedNodes/Vehicles/SCR_AISetCompartmentAccessible.c