Note: Actors that are created purely on the C++ side are generally not wrapped (though you can extend this by wrapping your own Actor-derived classes). Unwrapped Actors are treated as arbritrary World geometry by the ScriptingSystem, with the exception of Light being wrapped as MLight.
Note: The LogicCore class also can determine what is done when, in a multiplayer game or once in a singleplayer game, a new Client joins, by overriding NetworkClientJoined. This allows the LogicCore to create a custom avatar for the Client, or provide the Client with some other information.
Note: