Hello! I have encountered an issue in UDK. Here's the situation: I have created a door model in 3ds max 2012. I have unwrapped the UV's properly and created two UV sets so that UDK can use one as a lightmap as per import rules. The mesh imports into UDK fine, has the proper material applied, and looks perfectly normal as a static mesh (no funny light problems etc.) But when I convert it to a kActor so I can trigger it to swing open using Matinee, the door no longer has any of my scene lights affecting it. The scene itself is fairly dark (intentional) but now the door just glows as if it has default lighting applied to it. I was wondering if there was a checkbox somewhere I missed, or if I'm going about it the wrong way. I just want the door to animate while still retaining lighting and shadows it had before it became animated. On a similar note, the same thing occurs when I apply physics to other static meshes. They look normal, then when I shoot them or bump into them they respond properly, but instantly loose all shadows etc. and glow brightly. Any help is appreciated and if any more info is needed please let me know. Thanks!
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