
Originally Posted by
meowcat
1. Use a timer (or periodic tick) in your mutator to periodically check the level.controllerlist and begin action once it is populated. Also note that if your mutator is simulated (and the replication vars are set up to have it exist on clients), the controllerlist is only valid on the server.
2. Follow the call chain back from CheckReplacement to the PreBeginPlay event in Actor.uc (then take a look here, or in UnGame.cpp). Depending on an actor's properties it may or may not bother calling 'CheckRelevance', but even if it does, if the mutator has not been spawned/loaded yet (which if I recall correctly should be the case for mapper placed level actors) the default mutator won't do anything anyways. I would recommend going with the option you already mentioned, foreach AllActors in PostBeginPlay or maybe BeginPlay (just like the MutInstaGib).
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