About the only way I could think of doing it would be to set up the objects material with some sort of opacity. Trigger the opacity to start decreasing once that trigger is entered. Then kill the static mesh completely once the opacity is at 0.
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…
@DarthNater: I am trying my hand at modular buildings, I could have two meshes, if that's recommended. It'd just be more slick from a level-design standpoint to have it one object. Ignore obvious smoothing group issues.
Personal stuff, like showing off your work, however you want. Things for mods/jobs, it's a case by case. Teams have different ways of doing it. I've worked with packages for object types with one central package for materials. Then there was the local, world and dynamic package set ups.. it really depended on the type of…
Thanks for clearing this up for me Jordan. Was getting frustrated as to to why the inclusion volumes weren't functional when using LightMass (I was under the impression it would still take them into account like if you were using GI and lights in 3ds). Instead I've gone and taken advantage of the channels in both the…
Thanks Rasmus... That fixes the issue perfectly for kActors and Skeletal Mesh Actors. Unfortunately, my player-controlled object is a dynamically spawned kActor, and I haven't been successful in setting that flag from UnrealScript... I will look into it further. I also have several objects in my scene that are kAssets…
anyone been using vertex shaders? they're a bit buggy. Whenever I add anything to an objects world position just on z (component mask, add constant 1) it goes diagonally, not up in a straight direction as expected. anyone know why or a workaround?
I'm new to the UDK, so forgive me if this seems like a stupid question. Is there a box selection feature that lets you select multiple objects at the same time in one of the viewports? As in, you click and drag and it makes a selection box and everything inside the box is selected?
I have a question. Ive got a static mesh with an alpha mask. this mesh has an emitter which i am using for lightmass. my question: is there any way possible to have lightmass, or any light, project the shadows of the object minus the areas from the alpha.
Outstanding. Will definitely be going through the tutorials, as your previous UE3 tutorials were very useful. I've been wondering about workflow for destructible environment objects quite a bit lately, and this looks like an ideal approach. Great introduction to Lightmass, too. Well done.