Here's a script to reproduce this bug easily (also attached to this report):
Code: Select all
class TestZombie : ZombieMan replaces ZombieMan
{
Default
{
RenderStyle "Translucent";
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
Console.Printf("TestZombie::PostBeginPlay");
Alpha = 0.1;
}
override void Tick()
{
Super.Tick();
if (Alpha < 1)
{
Alpha += 0.01;
}
}
}
Upd: Here is another proof that the current behavior is wrong: if a SecretTrigger actor is placed in a map, it will increase the total number of secrets with each subsequent save-load cycle. This is definitely not how it's supposed to work...