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UE2:NetworkEmitter (UT2004)
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NetworkEmitter: Relays triggering and resetting to client-side emitters Should only be used by Level Designers when *really* necessary (needs client-side triggering and/or resetting) Gameplay spawned FX should *NOT* use this. Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved
[edit] Properties
[edit] bNotFirstCall
Type: bool
[edit] OldResetCount
Type: byte
[edit] OldTriggerCount
Type: byte
triggering history since last reset
[edit] ResetCount
Type: byte
[edit] TriggerCount
Type: byte
[edit] Default values
| Property | Value |
|---|---|
| bAlwaysRelevant | True |
| bNetNotify | True |
| bOnlyDirtyReplication | True |
| bReplicateMovement | False |
| bSkipActorPropertyReplication | True |
| NetUpdateFrequency | 0.1 |
| RemoteRole | ROLE_DumbProxy |
[edit] Functions
[edit] Events
[edit] PostNetBeginPlay
simulated event PostNetBeginPlay ()
Overrides: Actor.PostNetBeginPlay
[edit] PostNetReceive
simulated event PostNetReceive ()
Overrides: Actor.PostNetReceive
[edit] Trigger
Overrides: Emitter.Trigger
[edit] Other instance functions
[edit] Reset
simulated function Reset ()
Overrides: Emitter.Reset
[edit] UpdateTriggerCount
simulated function UpdateTriggerCount ()
