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ReplicationTornOff
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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > Networking & Replication > Torn off pattern
Torn off pattern
Overview
This pattern is used when you want to stop replicating to an actor. The server will not replicate torn off actors to new clients who join afterwards. When an actor is torn off from the network, the event TornOff is executed.
Pawns
This pattern is used in Unreal Tournament for pawns, specifically when pawns die. When a pawn dies, pawns usually tend to play a death animation or become physics objects. During that time, it is no longer necessary to continue replicating anything to the client.
simulated event TornOff() { // assume dead if bTearOff if (!bPlayedDeath) { PlayDying(HitDamageType,TakeHitLocation); } } simulated function PlayDying(class<DamageType> DamageType, vector HitLoc) { GotoState('Dying'); bReplicateMovement = false; bTearOff = true; Velocity += TearOffMomentum; SetDyingPhysics(); bPlayedDeath = true; KismetDeathDelayTime = default.KismetDeathDelayTime + WorldInfo.TimeSeconds; }
Conclusion
This pattern is used when you want the server to stop replicating to actors to the client, when they can be fully simulated on the client without causing simulation problems. Other than when pawns die, other useful instances where this pattern can be useful are:
- Projectiles that can be controlled by players for a set duration of time, after which the players lose control.
- Client side effects which require replication for a set duration of time.