Light functions are only available on dynamic lights. So the most important cost will be the fact that you use a light function, but that you use a dynamic light.
as for actually slowing down the animation, im still trying to get my head around anim trees.. but for speed its just. GroundSpeed = x; (x being your desired speed). ive got mine in a function calling between sprinting speed and running speed.. so it looks like this. exec function Walk() { CamOffset = vect(8,15,-20); }…
Unless it's some quirky shader model restriction, they don't really seem related. Having a single nodedestroy vertex color functionality doesn't sound right.
I wonder if anyone can help me. I have been trying to use material functions in UDK for a snippet of vertex blending. Basically i'm lerping 2 textures based off of a vertex color, and a tiling clouds texture (I have 3 pattern textures packed into 1 map). I decided to throw everything into a material function, because I…
Is it more efficient for the engine to have: 12 Static Meshes with moved uvs and a single material or 1 Static mesh with 1 material and 11 material instances where the only function that changes is offsetting the uvs?
ImSlightlyBored the reason you had to do that to make it go straight up is because you have to explicitly tell it that you're moving it up in the Zaxis, if you just plug 40 into world position offset it doesn't know which direction you mean so it makes it 40,40,40 which will cause a diagonal transform, so if you want to do…
@himejima Have you tried using DetachFromAny() ? I really quickly mocked up adding and removing components. with my simple setup, it works for me with this:exec function HerpDerp() //adding both Herp and Derp meshes, just wanted to test that I can readd the parts after removing them{ Mesh.AttachComponentToSocket(HerpMesh,…