The system we used was based on a set of major nodes, feet, hands, pelvis, neck and head where anything in between is largely irrelevant. The system would play an animation file on these major nodes in an FK kind of fashion and while doing that would generate ik chains to drive the inbetween bits. on top of that it'd use…
Is there a way to select all the polygons in my model and click a button and have it make each selected face its own element? Instead of having to select each face individually and detach.
1. You're doing it right. You can use BSP to build SOME aspects of your level but the detail would come only from your textures created and any decals added into UDK's materials. I'm currently building a small map for my portfolio and building it in 3ds Max, then will import the pieces into UDK. Max, allows more variety…
We only ever planned on doing monthly releases, the fact that we pumped out several hotfixes before 3.6.4 was out was because 3.6.3 was the first public release of the 3.6 branch and required numerous hotfixes out of the gate. The lack of hotfixes since 3.6.4 has nothing to do with anything you may have read in the press,…
Thanks @Jerc, but there must be something I'm missing. In Painter, I can create the user channels but I'm still not seeing any result. I've tried naming my inputs as "user0" and "User0" just to be sure. Layer linking sounds nice! The setup in Painter: Fill Layer with my test material assigned. Paint Layer inside that,…
When it comes to outlines in UE4, how you set it up will depend on how predictable your camera positioning. Setting up a one-size-fits-all solution is hard, which means you'll probably use a mix of different techniques depending on the scene. If you're looking to slap a silhouette outline around individual objects that…
I was trying to implement this same functionality awhile ago, and it is definitely possible just using Kismet. You had the right idea to use Attach to Actor. However, you need to make use of the pickup boolean ("Is the player holding an item?") that is set to False . From there, attach a dynamic trigger to an interpactor…
found the fix for the sdk function.... seems it's a thing with editable mesh interface i.e. when it's being edited so you have to enclose your code with.... MeshDeltaUser* mdu = (owner) ? GetMeshDeltaUserInterface(owner) : NULL; if (mdu && mdu->Editing()) mdu->ExitCommandModes(); ...... if(mdu)…
Sorry for getting spammy, I want to make sure I get my bases covered while I work on other things --- Here's the material function I made for layer blending. It's very much a 1.0 at this time. For future projects I'm planning on upgrading the blending mode (ie, material attributes in lieu of these individual inputs) but…
try taking a "object world position" node, and a "camera world position" node, and hooking them up to the distance node, which will output the distance as a scaler value, than you will need to divide it by a pretty large number to try and get it near 0 to 1. Than you can use this to drive a lerp between 2 different Fresnel…