SequencerGeComponent
Inheritance 1 ancestor · 47 siblings
- GameEntityComponent
- 0xa98b5b03
- 0xef17c645 (removed in patch 16.20)
- AnimationGeComponent
- AttachmentGeComponent
- AttackableUnitGeComponent
- AutoRegionTaggingGeComponent
- BarracksGeComponent
- BillboardGeComponent
- CharacterMeshGeComponent
- CinematicCameraGeComponent
- DeathGeComponent
- DeathHelper (removed in patch 15.10)
- DragonCampGeComponent
- DynamicMaterialGeComponent
- DynamicMaterialHelper (removed in patch 15.10)
- DynamicPointLightGeComponent
- DynamicSpotlightGeComponent
- EnvMeshGeComponent
- EsportsBannerGeComponent
- GearGeComponent (removed in patch 16.11)
- GreenGeComponent (removed in patch 15.22)
- HierarchyGeComponent
- IconGeComponent (removed in patch 15.22)
- LightChannelsGeComponent
- LightRegionGeComponent
- ModesScenarioGeComponent
- MonarchRegionLocatorGeComponent (removed in patch 16.5)
- NavRegionGeComponent
- NetworkingGeComponent
- NeutralCampGeComponent
- NewIconGeComponent
- PaintedRegionGeComponent
- PlanarReflectorGeComponent
- RedGeComponent (removed in patch 15.22)
- RegionGeComponent
- ScriptGeComponent
- SequencerGeComponentcurrent
- SequencerHelper (removed in patch 15.10)
- SfxGeComponent
- SfxHelper (removed in patch 15.10)
- ShopGeComponent
- SkinCharacterGeComponent
- StateMachineGeComponent
- SuperwardGeComponent
- TeamGeComponent
- TeamSpawnPointGeComponent
- VfxGeComponent
- WorldSpaceUiGeComponent
Class Documentation
Edit documentationThe entity component that a SequencerGeComponentDef adds. Sequences reach the other components of the entity through it. When the entity spawns, the light, light region, dynamic material, character mesh, unit, animation and icon components register their interfaces with it, and sequence inputs find those interfaces through it.
The material parameters that SeqInputMaterialParamFloat and SeqInputMaterialParamColor read and write are held by the entity's DynamicMaterialGeComponent, which registers them here. This component does not store them itself.