Legacy:Chain Of Events When A Player Logs In - Unreal Wiki

# Legacy:Chain Of Events When A Player Logs In

### From Unreal Wiki, The Unreal Engine Documentation Site

rough layout

## Serverside UnrealScript Events

- GameInfo.PreLogin() – propagated to AccessControl; may reject player
- Mutator.OverrideDownload() – called on the base mutator for each package the player needs to download, propagates down the mutator linked list (only available in UT2003, not in the base engine)
- GameInfo.Login() – propagated to AccessControl and Mutators; spawns the PlayerPawn/PlayerController or rejects player, sets player name, spectator, admin login, other stuff
- GameInfo.PostLogin() – first point at which replicated functions of the new player are actually replicated

## Clientside Initialization Overview

TODO: What stuff gets replicated? What happens while the loading screen is visible?

## Related Topics

- Chain Of Events At Level Startup
- Chain Of Events When Spawning Actors

Category: Legacy To Do

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