There's a setting on the dominant directional light that controls this. I think it's the 'whole scene dynamic shadow radius' under the cascaded shadow maps tab.
Dude... replace the sound with attaching a salami to the characters head or the whole body.... then they have to run away from everyone else. Hide The Salami :D!!!
That other thread is massive enough as it is. UDK is going to be a whole different wave of problems that arise. I agree that there should be a separate forum for it, I'm just not sure Polycount is the place for it :P
Is it easier(or better) to Model the whole scene (building, props, terrian) on Maya/3Ds Max and then import to Unreal Engine? Or Model them all in seperate files, import and build an unreal scene with all your Models?
So I've got a problem whit this whole UV's for the lightmaps... More of a lazy-related problem. Thing is that I put all the pieces of the corridor together already in Maya and just exported the whole thing. Fair enough I thought, since it was faster for me to do it that way, and I'm new to workflow in UDK. Sooo If I were…
I'd rig the car like UED does vehicles, bring out clips (turn left, turn right, stop *body lurch forward). Bring those clips into Matinee and that's it. If you need to move the root around move the root. Don't move it in Max. There is an option in Unreal for root bones moving. If you know how to build and control animation…