Hey all, dunno how this happened i've been looking through my uscript and cant see anything wrong but when i goto test my level, the player doesnt spawn as if PIE was set to none.

Im currently using the Scaleform Tutorial, here is the relevant scripts.

STGameInfo.uc
Code:
class STGameInfo extends UTDeathmatch;

DefaultProperties
{
 //Indentify your GameInfo
 Acronym="ST"

 //The class for your playerController (created later)
 PlayerControllerClass=class'ScaleformTutorial.STPlayerController'

 //The class for your GFx HUD Wrapper (created later)
 HUDType=class'ScaleformTutorial.STHUD'

 //This variable was created by Epic Games to allow back compatability with UIScenes
 bUseClassicHUD=true

 //Required values
 bDelayedStart=false
 bRestartLevel=false
 Name="Default__STGameInfo"
}
STGFxHUD.uc
Code:
UTP = UTPawn(PlayerOwner.Pawn);
 if (UTP == None) {
 return;
 }

 //If the cached value for Health percentage isn't equal to the current...
 if (LastHealthpc != getpc(UTP.Health, UTP.HealthMax)) {
 //...Make it so...
 LastHealthpc = getpc(UTP.Health, UTP.HealthMax);
 //...Update the bar's xscale (but don't let it go over 100)...
 HealthBarMC.SetFloat("_xscale", (LastHealthpc > 100) ? 100.0f : LastHealthpc);
 //...and update the text field
 HealthTF.SetString("text", round(LastHealthpc)$"%");
 }
}

DefaultProperties
{
 //this is the HUD. If the HUD is off, then this should be off
 bDisplayWithHudOff=false
 //The path to the swf asset we will create later
 MovieInfo=SwfMovie'STAssets.HUD.HudSwf'
 //Just put it in...
 bGammaCorrection = false
}
STHud.uc
Code:
class STHUD extends UTHUDBase;

//Reference the actual SWF container (STGFxHUD created later)
var STGFxHUD HudMovie;

//Called when this is destroyed
singular event Destroyed() {
 if (HudMovie != none) {
 //Get rid of the memory usage of HudMovie
 HudMovie.Close(true);
 HudMovie = none;
 }

 super.Destroy();
}

//Called after game loaded - initialise things
simulated function PostBeginPlay() {
 super.PostBeginPlay();

 //Create a STGFxHUD for HudMovie
 HudMovie = new class'STGFxHUD';
 //Set the HudMovie's PlayerOwner
 HudMovie.PlayerOwner = PlayerOwner;
 //Set the timing mode to TM_Real - otherwide things get paused in menus
 HudMovie.SetTimingMode(TM_Real);
 //Call HudMovie's Initialise function
 HudMovie.Init(HudMovie.PlayerOwner);
}

//Called every tick the HUD should be updated
event PostRender() {
 HudMovie.TickHUD();
}

DefaultProperties
{
}
STPlayerController.uc
Code:
class STPlayerController extends UTPlayerController;

DefaultProperties
{
 bForceBehindView=false

 Name="Default__STPlayerController"
}
Any ideas if i might have cocked the script up somewhere?

Thanks in advance