Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:NetworkEmitter (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- UnrealGame
- Known custom subclasses:
- Crusha/DynamicWeather, Crusha/DynamicWeather/DWFire
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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
Properties[edit]
bNotFirstCall[edit]
Type: bool
OldResetCount[edit]
Type: byte
OldTriggerCount[edit]
Type: byte
triggering history since last reset
ResetCount[edit]
Type: byte
TriggerCount[edit]
Type: byte
Default values[edit]
Property | Value |
---|---|
bAlwaysRelevant | True |
bNetNotify | True |
bOnlyDirtyReplication | True |
bReplicateMovement | False |
bSkipActorPropertyReplication | True |
NetUpdateFrequency | 0.1 |
RemoteRole | ROLE_DumbProxy |
Functions[edit]
Events[edit]
PostNetBeginPlay[edit]
simulated event PostNetBeginPlay ()
Overrides: Actor.PostNetBeginPlay
PostNetReceive[edit]
simulated event PostNetReceive ()
Overrides: Actor.PostNetReceive
Trigger[edit]
Overrides: Emitter.Trigger
Other instance functions[edit]
Reset[edit]
simulated function Reset ()
Overrides: Emitter.Reset
UpdateTriggerCount[edit]
simulated function UpdateTriggerCount ()