class ACTION_TeleportToPoint extends LatentScriptedAction; var(Action) name DestinationTag; // tag of destination - if none, then use the ScriptedSequence var(Action) bool bPlaySpawnEffect; var Actor Dest; function bool InitActionFor(ScriptedController C) { local Pawn P; Dest = C.SequenceScript.GetMoveTarget(); if ( DestinationTag != '' ) { ForEach C.AllActors(class'Actor',Dest,DestinationTag) break; } P = C.GetInstigator(); P.SetLocation(Dest.Location); P.SetRotation(Dest.Rotation); P.OldRotYaw = P.Rotation.Yaw; if ( bPlaySpawnEffect ) P.PlayTeleportEffect(false,true); return false; }