Limen Framework 0.1 Help

ALimenLevelSequenceTrigger

Overview

ALimenLevelSequenceTrigger is a gameplay actor that triggers a level sequence when another actor overlaps with its trigger box. It supports various settings to control the behavior, such as enabling/disabling the trigger, specifying allowed actors, and managing the lifecycle of the triggered sequence.

Properties

Type

Name

Access

Description

UBoxComponent

TriggerBox

EditAnywhere

The box component that defines the trigger area.

FName

UniqueId

EditAnywhere, BlueprintReadOnly

A unique identifier for this trigger.

TArray<TSubclassOf<AActor>>

ActorsAllowedToTrigger

EditAnywhere, BlueprintReadOnly

List of actor classes allowed to trigger the sequence.

ULevelSequence

LevelSequenceToPlay

EditAnywhere, BlueprintReadOnly

The level sequence to play when triggered.

FMovieSceneSequencePlaybackSettings

SequencePlaybackSettings

EditAnywhere, BlueprintReadOnly

Settings for playing the level sequence.

bool

bDestroyAfterFinish

EditAnywhere, BlueprintReadOnly

Whether to destroy the trigger after the sequence finishes.

bool

bAllowMultipleExecution

EditAnywhere, BlueprintReadOnly

Whether the trigger can be activated multiple times.

bool

bLoadSequenceOnLevelStart

EditAnywhere, BlueprintReadOnly

Whether to load the level sequence when the level starts.

bool

bStartEnabled

EditAnywhere, BlueprintReadOnly

Whether the trigger is enabled when the level starts.

Functions

Return Type

Signature

Description

void

SetTriggerEnabled(const bool bNewEnabled)

Enables or disables the trigger.

bool

IsEnabled() const

Returns whether the trigger is currently enabled.

bool

ShouldSaveData() const override

Determines if data should be saved for this object.

bool

ShouldLoadData() const override

Determines if data should be loaded for this object.

void

PreDataSaved() override

Called before data is saved.

void

PostDataSaved() override

Called after data is saved.

void

PreDataLoaded() override

Called before data is loaded.

void

PostDataLoaded() override

Called after data is loaded.

FName

GetUniqueDeterministicId() const override

Returns a unique, deterministic ID for this object.

Usage & Implementation Notes

  • Threading Constraints: This class does not have any specific threading constraints.

  • Replication Requirements: None.

  • Memory Lifetime Management: The sequence player and actor are managed using strong and weak pointers to ensure proper garbage collection.

  • Initialization Dependencies: The trigger box is created in the constructor, and the sequence is loaded based on the bLoadSequenceOnLevelStart property.

22 May 2026