Receives the server's updates for the entity, including its state. Because of it, the client does not activate the entity; the server does.
SequencerEntityTemplate
Inheritance 3 ancestors · 35 siblings
- MapPlaceableBase&0xd738f7c9
- GameEntityTemplate
- 0x4509678e (removed in patch 16.5)
- 0x671ededf (removed in patch 15.23)
- 0xb43f710e (removed in patch 15.22)
- 0xe4544df (removed in patch 16.20)
- AreaTriggerEntityTemplate
- AttackableEntityTemplate
- BarracksEntityTemplate
- BillboardEntityTemplate
- CharacterMeshEntityTemplate
- DynamicPointLightEntityTemplate
- DynamicSpotlightEntityTemplate
- EnvironmentEntityTemplate
- EsportsBannerEntityTemplate
- GameEntityTemplateProxyLink
- GameModeEntityTemplate
- GameplayLocatorTemplate
- GreenEntityTemplate (removed in patch 15.22)
- LightRegionEntityTemplate
- LocatorEntityTemplate
- MapCameraTemplate
- MeshEntityTemplate
- ModesScenarioEntityTemplate
- MonarchLocatorEntityTemplate (removed in patch 16.5)
- NeutralCampEntityTemplate1
- PaintedRegionEntityTemplate
- PlanarReflectorEntityTemplate
- PrefabEntityTemplate
- RedGreenEntityTemplate (removed in patch 15.22)
- RegionEntityBaseTemplate1
- SequencerEntityTemplatecurrent
- SfxEntityTemplate
- ShopEntityTemplate
- SuperwardEntityTemplate
- TeamSpawnPointEntityTemplate
- VfxEntityTemplate
- WorldSpaceUiEntityTemplate
- GameEntityTemplate
Class Documentation
Edit documentationAn entity template for a networked entity that plays
sequences by state. It creates a GameModeEntity. The server
sets the entity's state, and the SequencerStateMachine component plays the sequences of
each state. See StateMachineGeComponentDef.
The client creates the entity at map load and waits for the server to activate it.
Properties
SequencerStateMachine
Embed<StateMachineGeComponentDef> = { "StateMachineDef": "0x0", "states": {} } The state machine and the per-state sequence overrides. See StateMachineGeComponentDef.