Don't forget to save your package. In unreal quite often, the assets bake out shadows but do not show up in the game until the package has an actual source file on the hard drive, not memory.
SO the research I have done hasn't made it apparent. But can I do a circular array based off a static meshes rotation? then save as a prefab? I have a hemispheric object... Oh hell pictures are worth a thousand words. The idea being. -Having a less poly intensive static mesh since some can be replicated. -Having a UV…
Thanks, I kinda notices this too. Since I needed to save my package when I restarted :) Another thing: Does it give the same result to invert the green channel in photoshop as in using a oneminus node in the material?
It might solve the problem if you change the lightmap UV channel in UDK to '0' and then save the standard UV set to '1', effectively swapping them round. I can't remember the exact reason why this helps, but it was something to do with how UDK stores lighting data.
Back up first. Create the empty package that you want to send things to (maybe you want to split foliage from the rest?). Try to make some sense into what this package will contain. Then right click the file you want to move and choose rename, and just change the package name and it will go to the new one. Save both ASAP,…
If you are having problems with sync then it's the trigger for the event (guessing you have one long animation and one long audio track). If you want UDK to drive it, then you need to:* transcribe the recording. * export phonemes/mesh from xsi using FaceFX. Be careful with the text file that lists the frames/phoneme. No…
Grimm: The instances will be better as a whole, IMO, since you'll only have 1 static mesh loaded into memory. The first way will require 3 or 4 unique static meshes to accommodate all of the UV sets. In both cases, you're looking at 12 draw calls so no savings there.
Got another issue... Sometimes when I place a new static mesh in my scene, it doesnt show up when I play the level. Even after rebuilding and such. If I save everything and restart UDK it shows up. I have checked the properties of the objekt and it's not hidden.
Thanks for the quick reply! I'll try this out but I'm still confused as to why the camera gets moved when I exit interpolation mode. Do you know why this is caused in the first place? I didn't touch anything in editor mode after I saved the level.
So is it bad practice to have your package be same name as your map so that you can just open and save your map and it automatically does the same for your package? or should i keep my stuff in separate packages and load them first before opening my map?