Where are the rotation replication array adjustments then for static meshes? (Array as in 3d Max "spin/replication" like array based on axis) Have no idea of what term to search for, so thus far haven't found anything specific to what I am after in the editor.
I misunderstood what you ment by array. I didn't realize you meant array tools in max. You're just trying to layout of those meshes so they make a complete mesh, right? You could put the pivot in the center and rotate it.
SO the research I have done hasn't made it apparent. But can I do a circular array based off a static meshes rotation? then save as a prefab? I have a hemispheric object... Oh hell pictures are worth a thousand words. The idea being. -Having a less poly intensive static mesh since some can be replicated. -Having a UV…
Don't think there's an array option in udk. Stumbled yet on another problem. When taking a tiledshot, post process effects seem to be put on each separate tile. Edit: nvm, just doesn't work (as said in another tread).