Always snap to grid

User:00zX

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Revision as of 01:47, 28 March 2009 by 00zX (Talk | contribs)

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Contributions

Using the UT2004 Mod System

Contact Me

IRC

_00zX on EnterTheGame

Other/Profiles

E-mail 00zX or on






Proposal - Noir theme with highlighter adjustments

Code Noir Redex 00zX 07:47, 28 March 2009 (UTC)

userstyle - stylish
@-moz-document domain(wiki.beyondunreal.com) {
 
/*================================================================================*/
/** CODENOIR.CSS */
/*================================================================================*/
	/* #bcb936 - UC3 Gold */
	/* #66bcd9 - UnrealEd Blue */
 
	/* #090909 - Noir */
	/* #151515 - Full Moon */
	/* #8f8f8f - Grey Metal */
 
	/* #adcc63 - light green */
	/* #99aadd - light blue metal / lilac */
	/* #59939c - greyish blue light / teal */
	/* #494949 - midish grey metal */
	/* #7b749b - purple metal*/
 
	/* #257ec2 - shell beach */
	/* #fd3e1c - oraed */
	/* #ffcc00 - yellow ambox */
	/* #0a44aa - H2 blue deep */
 
	/* #b8b634 - welloy */
/*================================================================================*/
 
	/* UE1 namespace content */
	.ns-102 #content,	.ns-103 #content {
		/*background: #eff7ff url(/w/images/UE1Background.png) top right no-repeat;*/
		border-color: #66bcd9 !important;				border-width: 1px !important;
	}
	.ns-102 h1,	.ns-103 h1 {color:#66bcd9 !important;	border-bottom: #66bcd9 solid 1px !important;	}
 
	/* UE2 namespace content */
	.ns-104 #content,	.ns-105 #content {
		border-color: #257ec2 !important;				border-width: 1px !important;
	}
	.ns-104 h1,	.ns-105 h1 {color:#257ec2 !important;	border-bottom: #257ec2 solid 1px !important;	}
 
	/* UE3 namespace content */ /* #fd3e1c - Old Red */
	.ns-106 #content,	.ns-107 #content {
		border-color: #bcb936 !important;				border-width: 1px !important;
	}
	.ns-106 h1,	.ns-107 h1 {color:#bcb936 !important;	border-bottom: #bcb936 solid 1px !important;	}
 
	/* Legacy namespace content */
	.ns-100 #content,	.ns-101 #content {
		border-color: #7b749b !important;	border-width: 1px !important;
	}
	.ns-100 h1,	.ns-101 h1 {color:#7b749b !important;	border-bottom: #7b749b solid 1px !important;	}
 
	.topic-list{}
 
	tbody tr table tbody tr td ul li:hover{
		text-decoration: none !important;
	}
 
	table.recentedits tbody tr td ul li{}
	table.recentedits tbody tr td ul li a{}
 
/*================================================================================*/
/** MONOBOOK-NOIR.CSS */
/*================================================================================*/
 
/*	p a{}*/
/* div.bodyContent p a{} */
 
	a:link{		color: #99c9ff !important;		text-decoration: none !important;
			background: none !important;		line-height: 0.6em !important;
	}
	a:visited{	color: #959595 !important;		font-style: italic !important;}
	a:hover{	color: #59939c !important;
			text-decoration: none !important;	line-height: 0.6em !important;
	}
 
/*	a {			background: inherit !important;}*/
	div {		color: white !important;	background-color: #090909 !important;	}
	table {		color: white !important;	background-color: inherit !important;	}
/*	p {			color: white !important;	background-color: #151515 !important;	}*/
 
	body {		font-size-adjust:none !important;
				font-style:normal !important;
				font-variant:normal !important;
				font-weight:normal !important;
				line-height:normal !important;
	}
 
/*	#bodyContent .plainlinks a {		background: none !important;		padding: 0 !important;	}*/
/*	.p-cactions{}*/
 
	#pbody a{	border: 1px solid #99aadd !important;}
 
	#toc {		background-color: #494949 !important;
				border: 1px solid #59939c !important;
	}
 
	#content {		background: #151515 !important;
					font-family: trebuchet, arial !important;
					font-size: 10pt !important;
					/*border: 0 !important;*/
	}
 
	#bodyContent{			background-color: #151515 !important;	}
	#div.bodyContent{		background-color: #151515 !important;	}
	div.plainlinks,
	div.noprint{			background-color: #494949 !important;	}
 
/*================================================================================*/
/** COMMON.CSS (noir/uscript) */
/*================================================================================*/
/** Article message boxes - Description: Various display styles for the ambox template.*/
	.ambox{					background: #000000 !important;	}
	.ambox-text{			background: #000000 !important;	}
/*	#ambox-image{			background: #000000 !important;	}*/
 
	table.ambox {
		margin: 0px 10%;
		border-collapse: collapse;
		background: none !important;
		border: 1px solid #b8b634 !important;    /* new yellow */
		border-left-width: 10px;
	}
 
	table.ambox a{color: #000000 !important;}
 
	/* type 'info' */
	table.ambox-info{
		border-width: 1px;		border-color: #88a;
		background: #000000 !important;
	}
 
	/** Infobox layout - Description: General style for infobox-like content objects.*/
	table.infobox, div.infobox {
		background: #494949 !important;
		/*border: 1px solid #000000  !important;*/
		border: 2px solid #000000 !important;
		padding: 1em;
	}
 
	/* heading and line color */
/*	h1, h2 {	background: #151515 !important;	}*/
 
	h1, h2, h3, h4 {
				background: none !important;		/*background: #151515 !important;*/
				font-family: arial, trebuchet !important;
				font: 100 normal 130%/100% "Arial Narrow", sans-serif !important;
				border-bottom: none !important;
	}
 
	h1 {		color: #7b749b !important;			border-bottom: #7b749b solid 1px !important;
				font: 500 normal 160%/180% "Arial Narrow", sans-serif !important;
	}
	h2 {		color:#99aadd !important; 			border-bottom: 1px solid #99aadd !important;
				font: 300 normal 140%/120%  "Arial Narrow", sans-serif !important;
			/*	line-height: 0.6em !important;
				letter-spacing: 0.025em !important;	word-spacing: 0.4em !important;*/
	}
/*	h3 {		color: #adcc63 !important;
				font: 250 normal 120%/130% "Arial Narrow", sans-serif !important;
	}
	h4 {		background: none !important;		color:#257ec2 !important;
				font: 150 normal 100%/120% "Arial Narrow", sans-serif !important;
	}*/
	hr {		background: #151515 !important;	color: #909;
				margin-top: 1em;					margin-bottom: 1em;
	}
	li {		background: inherit !important;	}
	ul{			background: inherit !important;	}
 
/*		#mw-subcategories h3,
	#mw-category-media h3,
#mw-pages h3 {		color: black;		border-bottom: none;	}*/
	#mw-headline {		background: inherit !important;	}
	.site-notice p{		background: inherit !important;	}
 
	/** Quote style - Description: Display style for quote template.	*/
	blockquote.quote-text {
		background: #b9c3ca !important;		border: 1px solid #aaa;
		margin: 1em 10%;		padding: 0 0.5em;
	}
 
	blockquote.quote-text .quote-source {
		text-align: right;		font-size: 88%;
		font-style: italic;		margin-bottom: 0.5em;
	}
 
/*================================================================================*/
/**make a few corners round, only supported by moz/firefox/other gecko browsers for now */
/*================================================================================*/
	#content {
		-moz-border-radius-topleft: 0.5em !important;
/*		-moz-border-radius-bottomleft: 0.5em !important;*/
	}
/*	#div.pBody {
		-moz-border-radius-topright: 0.5em !important;
		-moz-border-radius-bottomright: 0.5em !important;
	}*/
	#toc {
		-moz-border-radius: 6px !important;
/*		-moz-border-radius-topleft: 6px !important;
		-moz-border-radius-topright: 6px !important;
		-moz-border-radius-bottomleft: 6px !important;
		-moz-border-radius-bottomright: 6px !important;*/
	}
 
	table.infobox, div.infobox {
		-moz-border-radius: 6px !important;
/*		-moz-border-radius-topleft: 6px !important;
		-moz-border-radius-topright: 6px !important;
		-moz-border-radius-bottomleft: 6px !important;
		-moz-border-radius-bottomright: 6px !important;*/
	}
 
	.ambox{
		-moz-border-radius: 6px !important;
	}
}


<?php
/*************************************************************************************
 * uscript.php
 * ----------
 * Author: Graham Knop (haarg@beyondunreal.com)
 * Copyright: (c) 2007-2009 Graham Knop
 * Release Version: 0.0.0.1
 * Date Started: 2007/12/17
 *
 * UScript language file for GeSHi.
 *
 * 00zX - Modified version to suit Noir Theme!
 ************************************************************************************/
 
$language_data = array (
	'LANG_NAME' => 'UnrealScript',
	'COMMENT_SINGLE' => array(1 => '//', 2 => '#'),
	'COMMENT_MULTI' => array('/*' => '*/'),
	'CASE_KEYWORDS' => GESHI_CAPS_NO_CHANGE,
	'QUOTEMARKS' => array("'", '"'),
	'ESCAPE_CHAR' => '\\',
	'KEYWORDS' => array(
		1 => array(
'while', 'until', 'switch', 'stop', 'return', 'replication', 'if', 'goto', 'foreach',
'for', 'else', 'do', 'defaultproperties', 'default', 'cpptext', 'continue', 'case', 'break', 'assert',
'false','true', 'none'
		),
		2 => array(
			#NOTE: Exec's also!
			'#undef', '#ucpp', '#pragma', '#include', '#ifndef', '#ifdef',
			'#if', '#exec', '#endif', '#else', '#elif', '#define',
 
			'`include', '`define', '`if', '`isdefined', '`else', '`endif','`undefine',
			'`log', '`logd', '#endif', '#else', '#elif', '#define',
			),
		3 => array(
			'dot', 'cross', 'clockwisefrom',
			),
		4 => array(
'Vector2D', 'Vector', 'vect', 'struct', 'string', 'Scale', 'Rotator', 'ret', 'RangeVector',
'Range', 'Quaternion', 'Quat', 'pointer', 'Plane', 'name', 'Matrix', 'InterpCurvePoint',
'InterpCurve', 'IntBox', 'int', 'GUID', 'FloatBox', 'float', 'enum', 'Coords', 'CompressedPosition',
'Color', 'byte', 'Box', 'BoundingVolume', 'bool'
			),
		5 => array(
'within', 'var', 'state', 'local', 'function', 'extends', 'expands', 'event', 'delegate', 'const', 'class'
			),
		6 => array(
'unreliable', 'travel', 'transient', 'super', 'static', 'skip', 'singular', 'simulated',
'showcategories', 'safereplace', 'remove', 'reliable', 'protected', 'private', 'preoperator',
'postoperator', 'placeable', 'perobjectconfig', 'parseconfig', 'out', 'optional', 'operator',
'nousercreate', 'notplaceable', 'noteditinlinenew', 'nonativereplication', 'noexport',
'noexport', 'new', 'nativereplication', 'native', 'localized', 'length', 'length', 'latent',
'iterator', 'intrisic', 'instanced', 'insert', 'input', 'import', 'ignores', 'hidedropdown',
'hidecategories', 'globalconfig', 'global', 'final', 'exportstructs', 'export', 'exec',
'enumcount', 'editinlineuse', 'editinlinenotify', 'editinlinenew', 'editinline', 'editconst',
'edfindable', 'edconstarray', 'dontcollapsecategories', 'deprecated', 'dependson', 'config',
'collapsecategories', 'coerce', 'cacheexempt', 'automated', 'auto', 'arraycount', 'array', 'abstract'
#UE2+:Editor
'CollapseCatergories','DontCollapseCategories','HideCategories','HideDropDown','NotEditInlineNew','NotPlaceable',
'Placeable','ExportStructs',
'SafeReplace'
#UE3:Editor
'AutoExpandCategories'
			),
		7 => array(
'warn', 'tan', 'strcmp', 'StopWatch', 'StaticSaveConfig', 'StaticClearConfig', 'sqrt',
'sqare', 'split', 'smerp', 'sin', 'setpropertytext', 'SaveConfig', 'round', 'right',
'ResetConfig', 'replacetext', 'repl', 'randrange', 'rand', 'PlatformIsWindows',
'PlatformIsUnix', 'PlatformIsMacOs', 'PlaformIs64Bit', 'min', 'mid', 'max', 'loge', 'log',
'locs', 'localize', 'lerp', 'len', 'left', 'IsSoaking', 'IsOnConsole', 'isinstate', 'isa',
'InterpCurveGetOutputRange', 'InterpCurveGetInputDomain', 'InterpCurveEval', 'instr',
'gotostate', 'getstatename', 'GetReferencers', 'GetPerObjectNames', 'GetItemName', 'getenum',
'gertpropertytext', 'frand', 'fmin', 'fmax', 'FindObject', 'fclamp', 'exp', 'eval',
'endstate', 'enable', 'eatstr', 'DynamicLoadObject', 'divide', 'disable', 'cos', 'ClearConfig',
'classischildof', 'clamp', 'chr', 'cell', 'caps', 'beginstate', 'atan', 'asin', 'asc', 'acos', 'abs'
			),
		8 => array(
'Tick', 'Self', 'Role', 'RemoteRole', 'NetMode', 'Level'
			),
		9 => array(
 'ROLE_SimulatedProxy', 'ROLE_None', 'ROLE_DumbProxy', 'ROLE_AutonomousProxy',
'ROLE_Authority', 'NM_Standalone', 'NM_ListenServer', 'NM_DedicatedServer', 'NM_Client',
			),
		10 => array(
#UE
'Object', 'DamageType', 'Actor', 'Controller','Pawn','PlayerController',
'Material','Texture','Effects',
'Info', 'Mutator', 'GameInfo', 'GameRules', 'ZoneInfo',
 
#UE2
'sound','Inventory'#'level','range',

#UE2+
'Projector','PlayerReplicationInfo','GameReplicationInfo','StaticMesh','Emitter',
 
#UE2.5+
'Vehicle',
 
#UE3
'WorldInfo', 'SoundNode', 'SoundCue', 'InventoryManager'
#UE3:Components
'Component', 'ActorComponent', 'PrimitiveComponent', 'SVehicleSimBase', 'StaticMeshComponent', 'SkeletalMeshComponent', 'UTSkeletalMeshComponent'
			)
		),
	'SYMBOLS' => array(
		0 => array('~=', '~', '||', '|', '^^', '^', '@=', '@', '>>>', '>>', '>=', '>', '==', '<=', '<<', '<', '/='
		, '/', '-=', '--', '-', '+=', '++', '+', '*=', '**', '*', '&&', '&', '%', '$=', '$', '!=', '!')
		),
	'CASE_SENSITIVE' => array(
		GESHI_COMMENTS => false,
		1 => false,
		2 => false,
		3 => false,
		4 => false,
		5 => false,
		),
	'STYLES' => array(
		'KEYWORDS' => array(
			1  => 'color: #66bcd9;', # control structures - unrealed blu!
			2  => 'color: #8f8f8f;', # preprocessor commands - grey metal!
			3  => 'color: #008000;', # operations
			4  => 'color: #66bcd9;', # variable types - unrealed blu!
			5  => 'color: #009090;', # class/function definitions
			6  => 'color: #66bcd9;', # variable modifiers - unrealed blu! / some of these could be grey metal
			7  => 'color: #000000;', # built in functions
			8  => 'color: #000000;', # replication keywords
			9  => 'color: #000000;', # enum values
			10 => 'color: #bcb936;', # common classes - uc3 gold!
			),
		'COMMENTS' => array(
			1 => 'color: #00c000; font-style: italic;', #comment green!
			2 => 'color: #00c000;', #- Updated color!
			'MULTI' => 'color: #6bcc00; font-style: italic;' #apple green!
			),
		'ESCAPE_CHAR' => array(
			0 => 'color: #008080; font-weight: bold;'
			),
		'BRACKETS' => array(
			0 => 'color: #ffffff;' #white!
			),
		'STRINGS' => array(
			0 => 'color: #fd3e1c;' #oraed!
			),
		'NUMBERS' => array(
			0 => 'color: #ff6600;' #orange!
			),
		'METHODS' => array(
			1 => 'color: #0000FF;',
			2 => 'color: #0000FF;'
			),
		'SYMBOLS' => array(
			0 => 'color: #008000;'
			),
		'REGEXPS' => array(
			0 => 'color: #FF0000;' #numbers
			),
		'SCRIPT' => array(
			)
	),
	'URLS' => array(
		1 => '', # control structures
		2 => '', # preprocessor commands
		3 => '', # operations
		4 => '', # variable types
		5 => '', # class/function definitions
		6 => '', # variable modifiers
		7 => '', # built in functions
		8 => '', # replication control structures
		9 => '', # enum values
		10 => '/{FNAME}' # common objects
		),
	'OOLANG' => true,
	'OBJECT_SPLITTERS' => array(
		1 => '.',
		2 => '::'
		),
	'REGEXPS' => array(
		0 => '\d+(?:.\d+)?f?'
		),
	'STRICT_MODE_APPLIES' => GESHI_NEVER,
	'SCRIPT_DELIMITERS' => array(
		),
	'HIGHLIGHT_STRICT_BLOCK' => array(
		),
	'TAB_WIDTH' => 4
);
 
?>
 
 
?>

Proposal - Replication

00zX 07:47, 28 March 2009 (UTC)

Replication

Replication/Replication_(computer_science)
Declaring Replication using theReplication Block
Function Replication using the replication block?
Booleans Declared in actor that are useful in replication

http://wiki.beyondunreal.com/Introduction_to_replication#

Replication Block

Legacy:Replication_Block

replication
{
  reliable/unreliable if ( replication condition )
    identifiers;
}
Identifiers can be of many types, certain types however arnt allowed like dynamic arrays.

UE3:Actor_(UT3) - link to replication block

  • Actor Replication
  • Variable Value Replication

Repnotify

  • Function call replication
Like replicated variables, the replication of a function call can be tied to certain conditions. In Unreal Engine 1 and 2 this condition is specified via the replication block and typically involves comparing the actor's Role to the value ROLE_Authority, Unreal Engine 3 provides the special function modifiers client and server instead.
reliable client function bool DoSomething()
{
	return true;
}

taken from controller.uc (ut3)

reliable server function ServerRestartPlayer()
{
	if (WorldInfo.NetMode != NM_Client &&
		Pawn != None)
	{
		ServerGivePawn();
	}
}

Role and RemoteRole

Definition

The Actor class defines the NetRole enumeration and two variables, Role and RemoteRole, as follows:


enum ENetRole
{
	ROLE_None,              // No role at all.
	ROLE_SimulatedProxy,	// Locally simulated proxy of this actor.
	ROLE_AutonomousProxy,	// Locally autonomous proxy of this actor.
	ROLE_Authority,		// Authoritative control over the actor.
};
var ENetRole RemoteRole, Role;


usage:

if (Role == ROLE_Authority)
{
	// This is the authorative copy of this actor, it was spawned on this machine.
	// It is not a guarantee that we are on the server or in single player!
}
 
if (Role < ROLE_Authortity)
{
	// This is a non-authorative copy of this actor that was replicated
	// from the server. In other words, we must be on a client.
}


As in the replication block of Actor.uc UT3

	// Physics
	if( (!bSkipActorPropertyReplication || bNetInitial) && bReplicateMovement
					&& ((RemoteRole == ROLE_SimulatedProxy) && (bNetInitial || bUpdateSimulatedPosition)) )

NetMode

Definition

The WorldInfo (previously Level Class [ut2kx]) class defines the NetMode enumeration and two variables, Role and RemoteRole, as follows:
var enum ENetMode
{
	NM_Standalone,        // Standalone game.
	NM_DedicatedServer,   // Dedicated server, no local client.
	NM_ListenServer,      // Listen server, local client+server.
	NM_Client             // Client only, no local server.
} NetMode;
Examples
if (WorldInfo.NetMode != NM_DedicatedServer)
{
	// This could be offline, a listen server or a client, but we know
	// we have a local player on this machine, someone who can see or hear things.
}


usage:

simulated event Tick (float DeltaTime)
{
	if(WorldInfo.NetMode != NM_DedicatedServer)
	{
		// Code here will only be executed on Listen servers and game clients.
	}
 
	if(WorldInfo.NetMode == NM_DedicatedServer)
	{
		// Code here will only be executed on a server.
	}
}

Useful Replication Properties

UT3 actor.uc

// Networking flags
var			  const	bool	bNetTemporary;				// Tear-off simulation in network play.
var			  const	bool	bOnlyRelevantToOwner;			// this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.
var transient				bool	bNetDirty;				// set when any attribute is assigned a value in unrealscript, reset when the actor is replicated
var					bool	bAlwaysRelevant;			// Always relevant for network.
var					bool	bReplicateInstigator;		// Replicate instigator to client (used by bNetTemporary projectiles).
var					bool	bReplicateMovement;			// if true, replicate movement/location related properties
var					bool	bSkipActorPropertyReplication; // if true, dont replicate actor class variables for this actor
var					bool	bUpdateSimulatedPosition;	// if true, update velocity/location after initialization for simulated proxies
var					bool	bTearOff;					// if true, this actor is no longer replicated to new clients, and
														// is "torn off" (becomes a ROLE_Authority) on clients to which it was being replicated.
var					bool	bOnlyDirtyReplication;		// if true, only replicate actor if bNetDirty is true - useful if no C++ changed attributes (such as physics)
														// bOnlyDirtyReplication only used with bAlwaysRelevant actors
 
 
/** Demo recording variables */
var transient				bool	bDemoRecording;		/** set when we are currently replicating this Actor into a demo */
var transient				bool	bClientDemoRecording;	/** set when we are recording a clientside demo */
var transient				bool	bRepClientDemo;		/** set if remote client is recording a clientside demo */
var					bool	bDemoOwner;					// Demo recording driver owns this actor.
 
/** Should replicate initial rotation.  This property should never be changed during execution, as the client and server rely on the default value of this property always being the same. */
var const           bool    bNetInitialRotation;
 
/** If true, never replicate rotation */
var					bool	bNeverReplicateRotation;
 
var					bool	bReplicateRigidBodyLocation;	// replicate Location property even when in PHYS_RigidBody
var					bool	bKillDuringLevelTransition;	// If set, actor and its components are marked as pending kill during seamless map transitions
/** whether we already exchanged Role/RemoteRole on the client, as removing then readding a streaming level
 * causes all initialization to be performed again even though the actor may not have actually been reloaded
 */
var const				bool	bExchangedRoles;


booleans
  • (Level.NetMode == NM_Client && bNetOwner) – owner clients (special case of client where the local player is the Owner of the actor in question)

UT2004

NetUpdateFrequency

NetUpdateFrequency is another variable useful in replication. It effectively causes an otherwise relevant (not useful when the actor is not relevant) actor to be relevant NetUpdateFrequency times per second. This is useful when the data changes frequently but you only want periodic updates. For example, PlayerReplicationInfo contains a lot of data about the client. Stuff like the various player's pings may change quite frequently, and having the client keep track of such information would be quite a network hog. But since PlayerReplicationInfo has a NetUpdateFrequency of 2, it is only updated twice a second, which is much nicer for that player's bandwidth. The list of the current NetUpdateFrequency's for all UT classes are listed below:

Actor - 100 Hz (times per second)
ZoneInfo - 4 Hz
GameReplicationInfo - 4 Hz
PlayerReplicationInfo - 2 Hz
Inventory - 8 Hz

Variables only valid during replication

bClientDemoNetFunc 
True if we're client-side demo recording and this call originated from the remote.
bClientDemoRecording 
This machine is currently recording a clientside demo.
bDemoRecording 
This machine is currently recording a demo.
bNetInitial 
True during the first time all variables are replicated for this actor.
bNetOwner 
True when the replication target is this actor's Owner. ((true if the player we are replicating to owns this actor directly. ))

Only UT

bNetFeel 
Player collides with/feels it in network play. ((Not used anymore, never even set. - UT200x?))
bNetHear 
Player hears it in network play.
bNetSee 
Player sees it in network play.
bSimulatedPawn 
True if this is a Pawn (UT) and simulated proxy. ((true if the actor is a pawn (or a pawn subclass) with Role == ROLE_SimulatedProxy. In other words, true if it's a pawn that's not the client.))

Only UT2003

bDemoOwner 
Demo recording driver owns this actor.
bNetDirty 
True when a property was changes since the last time it was replicated.
bNetRelevant 
Actor is currently relevant. Only valid server side and only when replicating variables.
bRepClientDemo 
The remote machine is currently recording a demo.
Level.ReplicationViewer 
during replication, set to the playercontroller to which actors are currently being replicated
Level.ReplicationViewTarget 
during replication, set to the viewtarget to which actors are currently being replicated

Only UT2004

bNetInitial 
((True if this is the first time this actor is being replicated across the network. Useful for variables that differ from the defaultproperties, yet will not change over the life of the actor.))

Other Useful Variables

In UT

bClientAnim 
If True, AmbientSound and animations are replicated also to the owning client.

In UT2003

These properties are used in the Actor class replication block.

bNoRepMesh 
Don't replicate the Mesh.
bReplicateAnimations 
Whether SimAnim should be replicated.
bReplicateInstigator 
Whether the Instigator should be replicated.
bReplicateMovement 
Whether properties relevant for movement like Location, Rotation, Velocity, etc. should be replicated. Unlike bSkipActorPropertyReplication this also affects the initial replication.
bSkipActorPropertyReplication 
Used by ReplicationInfo classes that don't need to know all the Actor class properties on the clients. When set to True only the initial replication replicates the Actor class properties.
bUpdateSimulatedPosition 
Whether the actor's Location, Rotation and Velocity should be updated for Simulated Proxies.

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