Here's the button you're looking for. It's the small eye next to the maximize viewport button. Just click it and then click on an actor. Any actor that 'points' out in some direction, like a camera, will have that view locked to what the actor sees. If you use your mouse look/move you can also move the actor around in a…
Oh I am intermediate C++ and C#, did an internship where I programmed a UI for a simulator (In unreal script 2.5 oddly enough) That seems about right, I didn't think of using integers for the test See what I have are these three door controls, but they should not work unless the power plant is turned on, and it is turned…
Sometimes it still paints height when you're not on the terrain height layer. Just go to the second material layer and paint with Ctrl - right mouse button; that way you'll erase that layer and paint back the first one. I think it's a bit of a bug.
Anyone know why Ii get so dimmed lights in the scene? Is it just a case of uping the brightness on the lights or am I missing some kind of fancy function/button anywhere? And is there a way to change the gizmo? If i rotate a mesh upside down I'd prefer it not to be local, World orientation possible?
Hey guys I just have a question about vertex painting in Unreal editor. I saw that it's possible to vertex paint a mesh in the udk : http://udn.epicgames.com/Three/MeshPaintReference.html but i can't find the mesh paint mode button they're talking about in the editor of the game (the one without lightmass etc)
crazyfingers: Those are actually standard post-processing adjustments. So you don't have to go into the world settings, you could just create and change this directly in your post processing volume. Not saying it's a bad thing doing it in the worl settings, just thought I'd enlighten you, though :p Notorious: For the…
So. I tried looking around for an UE3 thread and didn´t find one (With the search button broken and all it makes it kinda hard to search too). Anyway. I´ve recently begun my journey into Ue3. A couple of years later than most but hey. Watcha gonna do eh?, Anyway, I´ve mostly been using an inhouse engine the last 1.5 years…
Thanks glib, it worked :) Actually tried that before but neglected to realise that you have to have the mesh selected as I just presumed it would toggle visibility for all static meshes. Another problem now is adding the custom shader to the static mesh, it works fine on bsp's but not on my mesh, can't seem to google the…