I'm entirely agree here and that's why I'm always writing tools for testing/debugging, I could do nice hacks getting even over some recommendations from Polge and... firing XCGe is stage more things will dance as you sing.MrLoathsome wrote:Well. Don't trust Epics code, or what the Wiki says.
Decals - my notes - observations
I was testing a map with... way more pupae easy to be killed with combos - spreading decals.
I figured that If you keep looking at them they stay there nice - running their stupid timer. When I was looking into another direction and then back to them they went vanished.
First time I thought it's PlayerCanSeeMe - which normally if is called authoritative in client I believe won't crash nothing here. But surprise... it was a relation with some variable "LastRenderTime" or such computed. When decal was not rendered at all for a while, it went to a self destruct task - yes, these are timer consumers in client and probably a delayed external call to a null timer and setting up a LifeSpan would be better than leaving them to mess up around. I would go also for a track in client spawned Via SpawnNotify and leaving a client guard to ruin them from time to time if their number is let's say 100 pieces splashed around. Probably those under track/not track are managed using some of those useless bools which are not that replicated anyway.
Another point, assign them a tracker (owner/owned) with a LifeSpan. When tracker dies it will get Decal in the grave with him. All these probably are recommended ONLY in client.