Although its bTriggerOnlyOnce is set and its ReTriggerDelay is astronomic high so that one can think it is not active, it slows down clients and server significantly. In fact it stays active in the sense that code is executed on every touch of its collision cylinder.
- Solution: use a TimedTrigger that triggers periodically (periode depends on SmokeGenerators settings).
- Solution for server: use a TimedTrigger that triggers only if players are online.
- My quick solution: patch CollisionCylinder to (H768/R384) on loading map.
added download link for map