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# MaterialSequence

Category Class (UT2003)

UT2003 :: Object >> Material >> Modifier >> MaterialSequence (Package: Engine)

## Properties

### MaterialSequence Group

bool Loop
  Whether the sequence should be repeated once it finished.
bool Paused
  Whether the sequence is currently stoppen.
array<MaterialSequenceItem> SequenceItems
EMaterialSequenceTriggerActon TriggerAction
  What to do when the MaterialSequence is triggered.

### UnrealScript-Only Properties

float CurrentTime (transient)
float LastTime (transient)
float TotalTime

## Structs

### MaterialSequenceItem

    struct native MaterialSequenceItem
    {
        var() editinlineuse Material Material;
        var() float Time;
        var() EMaterialSequenceAction Action;
    };

Material Material
  The material to fade in or display.
float Time
  How long the material is displayed or how long it takes to blend over from the previous material.
EMaterialSequenceAction Action
  Whether to crossfade to this material or to just display it.

## Enums

### EMaterialSequenceAction

MSA_ShowMaterial
  Just display this material.
MSA_FadeToMaterial
  Crossfade from the previous material to this material.

### EMaterialSequenceTriggerActon

MSTA_Ignore
  Not triggerable.
MSTA_Reset
  Reset the MaterialSequence.
MSTA_Pause
  Toggle between stopping and playing the sequence.
MSTA_Stop
  Stop the sequence.

## Methods

### Inherited From Material

Reset ( )
  Resets the MaterialSequence and restores the default value of `Paused`.
Trigger (Actor Other, Actor EventInstigator)
  Triggers the MaterialSequence according to the value of the `Action` property. (see EMaterialSequenceTriggerActon enum above)

Unfallzeuge: I just found out, that material-sequences only work on static meshes and NOT on brushes - (you'll see just a solid colour). Take care that the orientation of your polygons (of your mesh) is right, flip them or make a 2-sided material to show the material-sequence properly.

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