An emitter is spawned while rotated, and I want to make an emitter class that would reset itself back to no rotation as soon as possible. So I made this small class:
Code:
class UT2003TransDeres extends TransDeRes;

simulated event PostBeginPlay()
{
    SetRotation(rot(0,0,0)); //GEm: Doesn't work?
    Super.PostBeginPlay();
}

defaultproperties
{
}
But, apparently, it doesn't work, as the spawned emitter is still rotated (or at least spawns particles in a rotated manner). The place that this emitter is spawned is this:

Code:
function DoTranslocateOut(Vector PrevLocation)
{
    if ( (PlayerReplicationInfo == None) || (PlayerReplicationInfo.Team == None) || (PlayerReplicationInfo.Team.TeamIndex == 0) )
        Spawn(TransOutEffect[0], self,, PrevLocation, rotator(Location - PrevLocation));
    else
        Spawn(TransOutEffect[1], self,, PrevLocation, rotator(Location - PrevLocation));
}
Any idea why resetting it like that doesn't work?