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?
I think by default it's trying to interpret the camera's keyed position from where it is initially placed in the level. If you change it's movement track to "World Frame" Unreal uses the camera's keyed values as exact positions in relation to the world instead.
Blastradius: Everyone correct me if I'm wrong, but I think every time you export from your 3d package to unreal, you can only treat it as one solid object. At least that's how it is for me with Maya. Not sure about Max. I would just export each piece separately either way. Slightlybored and ben: Thanks for the help. I've…
Is it okay to group meshes thats going to be imported into Unreal 3 editor? Or does every piece you import have to be separate? I ask this because I've been haven't some problems with placing decals on group meshes and then having them crash.
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 have a car inside my unreal environment. Is there a way to make the car not bake in scene lighting? i want to move the car around and it cast real time shadows, and not bake those shadows into my environment. anyone know how i'd do this?
Hey guys! I am pretty new to Unreal and I'm wondering if I wanted to use vertex blending on large areas of a flat floor, can I do that with brushes somehow or would I want to make the floor a static mesh? Love, Daniel