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Event call for relevance?

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    Event call for relevance?

    I read somewhere about an event that's called on an actor when it goes out of relevance to the client, does anyone know anything about this? Basically I have an emitter that keeps getting spawned on something every time it comes back into relevance, even if I try things to detect that there's already one there. Eventually it would end up with a cloud of emitters around it. :bulb:

    #2
    Have you tried deleting the emitter if it is out of relevance? Something like PreBeginPlay in Actor.uc?

    Code:
    event PreBeginPlay()
    {
    	// Handle autodestruction if desired.
    	if( !bGameRelevant && (Level.NetMode != NM_Client) && !Level.Game.BaseMutator.CheckRelevance(Self) )
    		Destroy();
    }

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      #3
      badactor.destroy();

      Comment

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