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Dumb spawn warning!

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    Dumb spawn warning!

    Can anyone tell me why this is being logged:

    Warning: SpawnActor failed because class GravHitEffect has bStatic or bNoDelete

    I do not have either bStatic or bNoDelete set in the emitter at all.
    But I do have bHardAttach=True

    #2
    add bNoDelete=False in the defaults, trust me it will work lol (or bStatic=False, icant remember but im pretty sure its bNoDelete)

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      #3
      Yeah, bNoDelete is generally a good plan on effect emitters

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        #4
        But bNodelete and bStatic are false by default! I have no other problems with fx emitters, only this one. The others don't have these settings either. Confused.


        Edit:

        Well bStatic=False fixed the error, strange, when bStatic=False isn't set and should be false be default.

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          #5
          Emitters are bNoDelete by default.

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            #6
            Check the defaultproperties of the class your class extends from. It almost certainly has bStatic=true. That means your class inherits bStatic=true unless you explicitly set bStatic=false.

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              #7
              Or you have something like I had in my extend of PhysicsVolume. I was having problems replicating the PV subclass, yet all the default properties we set to not obstruct the replication. (am I using replication wrong here btw? :P) Anyway, it turned out that when the PV subclass was created, it called a function which set it's Role to ROLE_None. Overriding the function fixed it.

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                #8
                Ok, I fixed the propblem, but now the emitter stays in one position on the clients... I have bHardAttach=True, but stays at the location it spawns, doesn't follow the player... One thing to another with emitters.

                I am extending xEmitter class. bStatic=False and RemoteRole = Role_SimulatedProxy. The beam I spawn stays at the location it spawns at, unlike the Link Beam which follows the player... I have even tried using the settings from the Link Beam,,, guess it's how the beam is being spawned?

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                  #9
                  Leave bHardAttach=True,

                  and when u spawn it spawn it like so:
                  Code:
                  Local Emitter E;
                  E = Spawn(...);
                  E.SetBase(PawnToAttachTo);

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