the work around is rename the asset and give it a different package name in the dialogue like "fuckthisassetpackkage" save your "real" package/level close unrealed it will prompt you and ask if you want to save "fuckthisassetpackkage" and you will tell it not to. next time you launch your level in unrealed it will be gone.
You are currently working in "Unlit" mode you need to toggle "Lit" mode on, add some lights to your scene and finally do a lighting build. Also it looks like you're using the old version of Unreal, do yourself a favor and get/use UDK (Unreal Development Kit) instead.
Well unreal is technically right, they are in use you just cant see them as they are being referenced by code. Unreal has this nasty habit of keeping track of every single item that is imported or duplicated into or out of your package. They are called object re-directors and they are a pain in the butt to deal with as…
Hey just a real quick find that I think you all might like. NVIDA has made some video tutorials that explain in depth how to use the PhysX system inside of unreal 3.0. http://developer.nvidia.com/object/ue3_physx.html The videos are really well done the only thing that I have noticed is that the version of unreal they use,…
if something shows up in the editor (geometry wise) it should show up in the game, if it doesn't, make sure the package that you imported the mesh to is saved so unreal has a package to read the geometry from. and yes, your mesh is WAY too high. most of that detail can be stored in a normal map. it's basically a box with…
I just have a pretty simple question when it comes to Unreal, that I'm hoping someone can help me with. I seem to recall hearing that when you UV an object that is going to go in the Unreal Engine that those UVs HAVE to be in 0 to 1 space. So, essentially, if you want to do the tiling cheat that many people do for…