Hi everyone, I've successfully created a custom modular pawn and made it the player character. It's working fine, the animations from my custom animtree are working as expected, yet I'm unable to properly change the modular pawn's skeletal mesh components during the game (on runtime). Right now, I'm able to add new…
Try destroying the roof on that box, reiro. I'm pretty sure domDirectLights cut themselves off regardless of their position to objects blocking it's path. Are you sure this level is using Lightmass?
I've tried looking and playing with the light settings, with the object and bsp's setting, I've searched on UDN but I still can't get dynamic soft shadows... anyone has a tutorial on that?
You have to setup the material of that object with 2 textures lerped together with a color channel from a vertex color node plugged into the alpha in order for mesh paint to work correctly.
3dRyan, translucency cannot render to the depth buffer so it will always have issues with any depth based effect like DOF. Most of the time it uses the depth of the opaque object behind it.
Thanks, Obscura, but it's not what I'm looking for. I have multiple objects with the same scale but different size as shown at the picture above. And I need to have equal texture density on them.
I'm sure you've already checked this, but is Lightmass enabled in the World Properties? And what is the lightmap resolution in your individual mesh properties? A value of "0" sets the object to a vertex-based solution.
yea it looks dope. I was a bit suprised at some of the polycounts of objects, 20k tris for one of their trees, but i guess its for the demo, those huge background rock elements look awesome.
For the fracture mesh I'm basically trying to have a ball shaped object roll down a slope and hit the fracture mesh and have it break those meshes, and where is that located in the fractured mesh properties or the KActors?
So the what I call spec level in max then is getting that from the combined greyscale value of the colored map (if rgb) in udk? What if I had an object which had a high color spec, but would have a low specular value but high gloss? While another part of the same texture relied on something opposite (High color, high spec,…