View Full Version : PostRenderFor() Is Not Always Called
LagMasterSam
11-22-2007, 01:25 AM
PostRenderFor() is not called for an Actor if it's not within the player's field of view. Is there anyway to force it to always be called?
I've tried setting bPostRenderIfNoVisible to True but that only prevents other objects within the player's field of view from blocking PostRenderFor().
Jrubzjeknf
11-22-2007, 01:46 AM
I guess its what you call optimization. ;)
What are you exactly trying to achieve?
LagMasterSam
11-22-2007, 02:00 AM
I need it to be called all the time because I want to draw an indicator that shows which direction the Actor is from the player when it's "off screen".
Mysterial
11-22-2007, 02:02 AM
That sounds like a bug. I'm away from the code until Monday so I'll check it when I get back.
LagMasterSam
11-22-2007, 02:09 AM
That sounds like a bug. I'm away from the code until Monday so I'll check it when I get back.
Thanks again Mysterial. :) I used this code to test it.
state NormalTickProcess
{
simulated event Tick( float DeltaTime )
{
if ( !bPRF )
LogInternal("*** No Call ***");
else
{
LogInternal("*** Call ***");
bPRF = False;
}
}
}
simulated event PostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)
{
bPRF = True;
Canvas.SetDrawColor(255,0,0);
Canvas.SetPos(20,20);
Canvas.DrawText("Hello", FALSE);
}
defaultproperties
{
bPRF=True
bPostRenderIfNotVisible=True
}
My log indicated both Calls and No Calls corresponding to the number of times "Hello" was not displayed as I rotated my view.
Mysterial
11-27-2007, 03:46 PM
This will be fixed in the patch.
BakerCo
11-27-2007, 04:54 PM
man yalls mod support is .... EPIC :p;):rolleyes::o:cool:
VerteX
11-27-2007, 06:32 PM
epic hax!!!!!!!!!!!!! =d
LagMasterSam
11-27-2007, 08:03 PM
This will be fixed in the patch.
That's good to hear. It will make things much easier. :)
schizoslayer
11-28-2007, 09:01 AM
Also worth noting that if a pawn isn't considered Relevant to a client then it won't exist on that client. This can result in similar results to this but likely won't be related to the same bug.
If you make all pawns relevant then this can negatively affect network performance.
LagMasterSam
11-28-2007, 10:24 AM
Indeed. However, the Actor was only spawned on the client in my case. :)
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