Ok so here are my issues I am having. Working on a sidescroller much like Bounty Arms and that is the type of camera/movement system I would like to achieve with this. Problem is I'm not a great scripter when it comes to stuff on this depth. I have my custom characters in and animations and all that jazz but still can't…
Did anyone check out the P_FX_SmokeCollum particle system included in the GDC demo package? It shows a new feature that is awesome for creating some realistic and volumetric effects. I have tried recreating it, and I've got a pretty good handle on the material shader. However, looking at it in the Cascade editor, there is…
Fang: is there a reason you want 2 materials on 1 mesh? It's a lot easier on the system to just have two different meshes. AnimeAngel: I made the exact same switch about 2 years ago (Source to UE3) and it was easy. You could probably up some of your texture resolutions if things look bad because our game ran a hell of a…
our coder is trying to use something called navmeshes to allow our playe character to auto path around objects so we dont have to do path nodes (its a diablo style point an click movement system) but while he can make it work for ai characters, he cant get it to work for the player char. do any of you epic Wwwyzzerdds out…
Recently started to mess with kismet. Any idea how to get a normal vector in kismet ? I created system where you press E and in the place you are looking at particle effect is spawned. It is always oriented "east" though. In factory node there is option to set rotation. Don't know how to get normal vector from something it…
Cheers Lamont, I am mainly looking at player collision right now, so just duplicate my cave walls and rename them for UCX like I would a normal asset or would I need to make multiple flat surfaces? (the latter would just take too much time for a cave system/tunnel + some land terrain that have been built as meshes. edit -…
That setting is off in the defaultpostprocesschain in EngineMaterials. Turning it on or off does nothing, nor does changing "Use World Settings". I can change some settings through the world properties, but there is no HDR Tonemapper checkbox there. I don't really understand what chain it is using? It's not very…
so i started learning udk for a while now and have this very strange problem. i'm using the landscape system with a heightmap from worldmachine. made a material that uses a colormap from wm and 4 seperate textures overlayed to be painted on the terrain. now when i want to paint them on the terrain using the landscape tools…
nice vid! Hi Folks, I'm working on a trigger that ends the match once activated, like a finish line..... Heres an image ... So at the moment I have it so that it counts once activated and opens a different UI scene based on the count. However, its not opening correctly during online multiplayer. I'm trying to devise a…
@Rib: For a portfolio environment you can do it either way. However when building a level "for real" you would want to use static mesh instancing for all it's worth. In which case you would assemble the level in Unreal out of modular parts that snap/fit together easily using Unreal's power of 2 grid snapping system. You…