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UE2:NetworkTrigger (UT2004)
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NetworkTrigger: Relays triggering and resetting to client-side actors Should only be used by Level Designers when *really* necessary (needs client-side triggering and/or resetting) 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 |
bHidden | True |
bNetNotify | True |
bNoDelete | True |
bOnlyDirtyReplication | True |
bReplicateMovement | False |
bSkipActorPropertyReplication | True |
NetUpdateFrequency | 0.1 |
Functions[edit]
Events[edit]
PostNetBeginPlay[edit]
simulated event PostNetBeginPlay ()
Overrides: Actor.PostNetBeginPlay
PostNetReceive[edit]
simulated event PostNetReceive ()
Overrides: Actor.PostNetReceive
Trigger[edit]
Overrides: Actor.Trigger
Other instance functions[edit]
DoClientReset[edit]
simulated function DoClientReset ()
Reset[edit]
simulated function Reset ()
Overrides: Actor.Reset
UpdateTriggerCount[edit]
simulated function UpdateTriggerCount ()