@oXYnary: About the normal map seam. The main problem here is that your seam is mostly horizontal when it should be vertical also it really needs to be on a flat surface. Here's an example of a proper UV mirror for UDK. Disregard the part about light map UVs since your object will be dynamic. Sorry not too sure about the…
I know that wasn't intended for me but Im bored so I'll answer :P Yes and no. You can write UnrealScript files and turn them into Kismet nodes. So essentially you could script that action, make it a kismet node, and use that, or just script it and never use kismet at all :)
vertex colors dont work with a transform node unless you have per-pixel camera vector enabled. This is in the material options. there's a really long technical explanation for this but I'll just say there aren't enough interpolators to have vertex color and transform node so calculating the camera vector in the pixel…
Real-time reflections actually don't use the reflect node-- they use two channels of the Screen Position node, like this: Possible point of trouble: this works fine on the July build, but doesn't seem to work at all on the August build. Not sure if it got broken, or if there's a problem with my video drivers, or what.…
means the WorldNormal node can only be used for vertex shader operations, not for pixel shader operation. It's only really usable in the WorldPositionOffset material input.