The only way I know is to set it up through kismet. http://www.hourences.com/book/tutorialsue3cutscene.htm When you've got the matinee widow open and have key framed a camera you can click on that key on the time line and your perspective viewport should be switched to the camera's view for that key. If I remember…
I see. Sounds like a smart way of doing it... but tricky. Won´t even pretend to know what it is. Live and learn. :) Is there any downside to doing it this way? I guess the positive thing is that you won´t have to mess around to much once the "Master" is done.
Apologies if this has already been asked, but I didnt see it... Is there any way to update/replace static meshes? My fav workflow in max is to block stuff out, and replace blockmodels with finished pieces one by one. I assume its possible in Unreal to place static meshes and then later replace the source mesh, thus…
I am having a serious problem with skeletal meshes clipping in and out depending on camera position and need to know the work around. It makes making cinematics the way you want nearly impossible. I have tried updating my actorx to the latest version, updated drivers etc, latest UT3 patches but still the same story. The…
What I want to have actually is a mesh fluidly appear and disappear dependent on how close the player is to that mesh. I would like it to fade out as well, not just blink out of existence. putting this mesh on an entire other level seems to be budget intensive, plus perhaps the fade to disappear it isnt as fluid as it…
Ohh to do this you are going to have to get very fancy with Kismet and materials. If I am thinking about this correctly you want an object in the distance to fade in over time till it is 100% visible to the player and then fade out till it's 100% invisible with no popping, correct? If so you are going to have to do some…
It all started while I was having trouble deleting a few mesh's, material's and textures. When I tried to delete them they said that they were "in use" and therefore couldn't be done. They are NOT being used inside the scene, nor do they show on the scene graph, so I am positive that this is not the case. The error talks…