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UE2:NetworkEmitter (UT2004)

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UT2004 Object >> Actor >> Emitter >> NetworkEmitter
Package: 
UnrealGame
Known custom subclasses:
Crusha/DynamicWeather, Crusha/DynamicWeather/DWFire

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]

simulated event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Emitter.Trigger


Other instance functions[edit]

Reset[edit]

simulated function Reset ()

Overrides: Emitter.Reset


UpdateTriggerCount[edit]

simulated function UpdateTriggerCount ()