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User:Crusha/UltimateMappingTools/NetworkImportanceVolume
NetworkImportanceVolume
by Crusha K. Rool
- Package:
- UltimateMappingTools
Forces all Actors inside to be always relevant to network clients. Keep this Volume of a reasonable size. This should be used with an OnlineCameraTextureClient because it makes everything in it relevant to the player, also if he can actually only see the place through the camera.
Properties
Property group 'NetworkImportanceVolume'
bMakeInitialActorsAlwaysRelevant
Type: bool
All Actors that are inside at the beginning of the match will be made relavant as well. This is just a fail-safe, in case Touch only gets called for stuff that enters new.
NetworkLinkedClientVolumeTag
Type: name
Tag of all NetworkLinkedClientVolumes that are associated with this Volume.
RelevantClasses
Anything special you want to make relevant? Pawn and Projectile should be enough otherwise.
Internal variables
bEnabled
Type: bool
RelevantLinkedClientVolumes
Type: int
TemporaryRelevantActors
Functions
Events
PostBeginPlay
Overrides: Volume.PostBeginPlay
Touch
Overrides: Actor.Touch
UnTouch
Overrides: Actor.UnTouch
Other instance functions
CheckClassRelevance
UpdateVolume
NetworkLinkedClientVolume
by Crusha K. Rool
- Package:
- UltimateMappingTools
Can be associated by a NetworkImportanceVolume to make that Volume only active if actual players are inside this Volume.
This should be used in the area from which a player can see an OnlineCameraTextureClient. Makes only sense if that area is not very frequently visited by human players.
Properties
Property group 'NetworkLinkedClientVolume'
UpdateTime
Type: float
How often this checks for PlayerControllers in it.
Default value: 5.0
Internal variables
bHasRelevantPlayers
Type: bool
bOldRelevantPlayers
Type: bool
Remember if we had players at the last check.
MyTimer
Type: VolumeTimer
ParentNIVolume
Type: NetworkImportanceVolume
Functions
Events
SetInitialState
Overrides: Actor.SetInitialState
Other instance functions
TimerPop
Overrides: Actor.TimerPop