Unreal (April 2011) keeps crashing as soon as I add another (empty) Script Project Folder to load with the ini? Is that an April 2011 bug or am I doing something wrong?
Hi Can anybody point in the right direction for the correct grid/Scale settings in Maya to translate to UDK? Is it still the same as unreal where it was around 96 units for a character height ( I remember the Gears editor was slightly different in terms of character height). With grid divsions at soemthing like 16/32/64…
I may be mistaken, but if those walls are flat polys, it won't work. I will treat it like a solid. It needs to have the collision built out. As for the pillars, yeah, you can auto-generate in Unreal.
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.
@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…
Just brainstorming but could you not figure out the axis of the camera and where it points and have your character point there. Just throwing out ideas but dont know too much about indepth Kismet and unreal script :(
Has anyone had any luck getting things like skin morh animations into unreal? If so I could really use some help on how to properly export/import them and have them work with the bone animation.
i dunno isn't that thread pretty much covered in the unreal engine 3 thread? its not like this is another engine, its the same, with all the features productions have for quite some time, so why split them up?
Hey, I'm pretty new to unreal, so this is a rather simple question. I just imported a boxed out scene I made in max. None of the meshes are unwrapped or lighmap UVed. I am assuming it is normal that nothing is showing up right, right?
I heard, 16 Unreal unit = 1 Foot But 1 foot in Maya doesnt exactly match with 1 foot UDK ? by lil mismatch I guess its acurate with Max but How am I going to match units between UDK and Maya ?