Rakiayn wrote:is it a bad thing to just set bnettemporarely to true?
Well, in my case at least it is.
Basically, if you want a projectile to follow someone or something (update constantly it's velocity and rotation), or if you want it to explode when you shoot at it (combo), or do other stuff which need updates over the time, your projectile must be bNetTemporary=False.
In case you set bNetTemporary=True in one of those kind of projectiles, it won't follow client-side (1st case), it won't blow up when you shoot at it also client-side (2nd case) or do anything else client-side that requires updates on the projectile that must be replicated to the client.
Therefore, bNetTemporary=True is only used on projectiles that guide themselves by the Physics given to them (straight lines in case of PHYS_Projectile or affected by gravity in case of PHYS_Falling), and the engine events (ProcessTouch, HitWall, etc), in another words, most of the projectiles in UT use bNetTemporary=True (since most of them don't have any extra stuff occuring in them).
In resume, when you set a projectile bNetTemporary=True, it means that once spawned, only the initial settings get replicated, and on the rest of the lifespan of the projectile, only engine events will be called and replicated to the client, nothing more, and in case of bNetTemporary=False, anything "extra" that happens to the projectile sever-side, can be replicated to the client.