That issue consists of two parts:papercoffee wrote:...a word...
1) The default value of FastSprocket.bStatic is TRUE. If you change that "constant" in UnrealEd to FALSE, that Actor won't be replicated to client:
The solution is to subclass that Actor and set its default value of bStatic to FALSE. Furthermore RemoteRole should be set to SimulatedProxy instead of DumbProxy to have its rotation smooth. Finally bNetOptional can be set to TRUE to leave out replication if network traffic is heavy (although in my understanding nothing is transmitted after initialisation because Actor variables do not change.)Client's UnrealTournament.log wrote:Warning: SpawnActor failed because class FastSprocket has bStatic or bNoDelete
Warning: Actor not spawned for new channel
Just as a note: A fast replacement (< 3 min) can be done, if you create that sub class (e.g. "FastSprocketNet"), set its properties, export map to T3D, replace all occurrences of "class=FastSprocket" with "class=FastSprocketNet" there, delete ALL Actors in UnrealEd and import that modified T3D map.
2) Because the FastSprockets are behind (transparent) brushes (Brush149/151), they loose relevance if the viewpoint exceeds some distance (some dozens UU) and are not displayed then. (Maybe you already have noticed that in other net game play, that objects behind "glass" seems to vanish if you move a bit.) Instead of a brush you can use a (not moving) Mover to avoid this.
Another note: Rebuilding your map with UnrealEd2.0 creates massive HoMs at portal here.