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…
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); }…
@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,…
Hi everyone, I've successfully created a custom modular pawn and made it the player character. It's working fine, the animations from my custom animtree are working as expected, yet I'm unable to properly change the modular pawn's skeletal mesh components during the game (on runtime). Right now, I'm able to add new…
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.
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…
For head tracking im really not sure, i know there's a head tracking node in the anim tree editor. and i think remember seeing something in kismet to, ill have to poke around. Anywho this should do what you want, hopefully this helps You sir are a legend! I sub'd to this thread in case of any replies but nothing came…
Hi everyone. I figured i should share this with the rest of the world. On my web site are a bunch of tutorials, anywhere from mesh building, normal maps, lighting and more. With the new UDK released, i wrote up a Lightmass, Ambient occlusion and Emissive lighting walk through for an easy visual representation of what…