UE3:UTVoteReplicationInfo (UT3)
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Object >> Actor >> Info >> ReplicationInfo >> UTVoteReplicationInfo |
- Package:
- UTGame
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Collector
Type: UTVoteCollector
Cached reference to our collector
dummy
Type: int
LastSendIndex
Type: int
LeadingMap
Type: string
MapCount
Type: int
How many maps are we expecting
Maps
Type: array<UTVoteCollector.MapVoteInfo>
Our local view of the map data
MyCurrnetVoteID
Type: int
Default value: -1
OldOwner
Type: Actor
Used to detect the setting of the owner without RepNotifing Owner
SendIndex
Type: int
Default values
Property | Value |
---|---|
bSkipActorPropertyReplication | False |
NetUpdateFrequency | 1.0 |
TickGroup | TG_DuringAsyncWork |
Functions
Native functions
GetMapIndex
Events
ClientHasOwner
Called when the client receives his owner. Let the server know it can begin sending maps
PostBeginPlay
Overrides: Actor.PostBeginPlay
Other instance functions
ClientBeginVoting
ClientInitTransfer
ClientRecvMapInfo
We have received a map from the server. Add it
ClientRecvMapUpdate
ClientTimesUp
Initialize
ServerAckTransfer
ServerClientIsReady
ServerRecordVoteFor
States
ReplicatingToClient
Replicate the votes to the client. We send 1 vote at a time and wait for a response.
ReplicatingToClient.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
ReplicatingToClient.Tick
Overrides: Actor.Tick (global)
TODO - Probably better to use a timer here
ReplicatingToClient.ServerAckTransfer
Overrides: ServerAckTransfer (global)
Voting
Voting.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).