For example if player connect in middle game then for this player called
ModifyPlayer before PostLogin.
If player connect before game start, then obviously ModifyPlayer called after PostLogin, because ModifyPlayer called on each respawn.
A "TimedTrigger" acting a Mover (Train) having some... visual stuff for client. Client might have these things connected with mover properly but if game is being started already and mover moving, attaching stuff to mover in client might go flawed if I can predict this well. I went to alternate solution, writing some stuff with a few Net properties changed and embedded directly or else all player connected after start will see lousy things...
More little details:
Some "train" traveling has lights and siren and each light should stay properly on train's spot getting over Mover problems for On-Line. I think I did some stuff tested out of XC_Engine and with XC fixes (more tests are needed to confirm 100% - I'm not releasing screwed up things). Mover was moving in 30 seconds and went slower to 45 for new XC timings Server/Client. Considering this dynamic deal I changed some values to trigger for preventing to wait ages for a train left from station due to a timing lost. Map will address all environments with/without XC_Engine and... MUST have Bot support. The fact is UT's stock has no deal here. Lights (a bit corona types) are changing according to train movement: White in front, switching to Red when train returns, and sitting on a yellow light when train is being stopped in stations. These should work On-Line as well.
I had to setup such mapping actors and not for a later depletion because later game player-connector is not the same as the dude witnessing the start of match.
I'm interested if you have other finds or good stuff like you did before.
You will not be able to go through the door until it “closes” or forward a teleport through it, because the server is counting on these actions, and the door is closed on its side. It is only an illusion to synchronize the client level with the server level.