I tried using Mutator.AlwaysKeep and specify this actor, but given how mutator code is triggered, spawning an actor will IMMEDIATELY call the mutator chain of "CheckReplacement" (or the gameinfo's function to do so) before any code after the Spawn code will execute (so I can't store the newly spawned actor in an array/tag it somehow).
How can I skip these kinds of calls?
I can't use a "tag" set at spawn time, as the tag doesn't seem to be set even if I provide the tag in the spawn function call. Also, tags could be set by other classes and I don't want to interfere. Owner seems iffy, as that could change how other code works too.
How can I run code after the normal mutator chain of "CheckReplacement" on map actors, and then have newly spawned actors be ignored by subsequent immediate calls for Mutator.CheckReplacement. AlwaysKeep seems to not work reliably, as I can't "tag" these spawned actors or store them in an array and check them in Mutator.AlwaysKeep.....
Ideas? I would prefer my code to execute before players spawn, and spectators can be present.
Ideas? I'm kind of stumped on this.....
