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- ...ypes of message the engine might send over the network in order to support replication: ==Actor Replication== ...1 KB (208 words) - 16:30, 10 December 2005
- | parent5 = Actor ====Replication==== ...525 bytes (56 words) - 10:11, 17 May 2008
- | parent4 = Actor '''Type:''' {{cl|Actor}} ...916 bytes (90 words) - 10:11, 17 May 2008
- {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Info (UT)|Info (UT)]] >> ReplicationInfo (Package: Engin {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Info|Info]] >> ReplicationInfo (Package: Engine)}} ...1 KB (135 words) - 13:50, 25 March 2008
- My thoughts about lag and why I think reliable replication is partly to blame. Note: that in the Actor class there's no reliable replication at all. ...853 bytes (134 words) - 20:56, 1 December 2006
- {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Info (UT)|Info (UT)]] >> [[Legacy:ReplicationInfo|Replic For the UT200x version of this actor, see [[Legacy:GameReplicationInfo|GameReplicationInfo]]. ...816 bytes (97 words) - 09:55, 10 January 2006
- | parent2 = Actor | {{tl|bAlwaysRelevant||Actor internal variables}} ...1 KB (161 words) - 10:10, 17 May 2008
- | parent3 = Actor | {{tl|bAlwaysRelevant||Actor internal variables}} ...2 KB (179 words) - 05:37, 31 December 2011
- In [[Legacy:Replication|replication]], the NetMode property of the Level indicates what type of network game or ...ometimes checked within functions or within the [[Legacy:Replication Block|replication block]] when the code needs to behave slightly differently in a different n ...1 KB (183 words) - 09:28, 27 December 2005
- | parent3 = Actor | {{tl|AmbientRotationRate||Actor properties}} ...2 KB (249 words) - 10:11, 17 May 2008
- | parent3 = Actor | {{tl|bAlwaysRelevant||Actor internal variables}} ...2 KB (159 words) - 10:11, 17 May 2008
- '''Wormbo:''' Alright, this is about how to structure the replication pages in a way that actually takes confusion away instead of adding to it. ...ls. It should ''not'' contain anything specific, i.e. no talk about actual replication techniques, like it does now. ...5 KB (802 words) - 16:54, 26 November 2006
- ...ot: call) a replicated function on a client it has to be simulated and the actor's [[Legacy:RemoteRole|RemoteRole]] must be at least ROLE_SimulatedProxy. Se ...ted to or from the client owning the actor : If the client doesn't own the actor your log will output '''Received Unwanted Function''' ...5 KB (734 words) - 11:58, 26 November 2006
- | parent2 = Actor ====Replication==== ...1 KB (158 words) - 10:10, 17 May 2008
- ...ior to [[Unreal Engine 3]] also for [[functions]]. It contains one or more replication conditions, each with one or more variable or function names to which the c The general syntax of the replication block looks as follows: ...4 KB (629 words) - 07:35, 7 March 2011
- | parent3 = Actor - All U2Ammo interaction runs on the server -- no replication required ...2 KB (233 words) - 10:10, 17 May 2008
- ==What is Replication?== ...aware of replication. Just about the only time a coder doesn't care about replication is when the code only affects a single player's display. ...4 KB (639 words) - 04:13, 7 December 2008