IME it's not necessary to edit some file to link to a macro, just try putting a whatever.txt into Zplugs64 containing the commands you want to have triggered and launch that once from the ZScript panel. it'll create a *.zsc and run from now on on every startup. search term startup script on ZBC should yield some results.…
I think its best not to get stuck on one matcap alone, altho gray is a majority default. switching to different detail depth and light orientated matcaps can show bits you've missed out or need to work on. Some more extreme cavity based ones are good for checking areas altho at the same time to use as a default may not…
I was referring to the default implementation in Dx/GL. Nothing prevent a programmer to use +Y normals map in a Direct3D application. As for the advantages : same difference. :) I tend to prefer +Y as I find easier to read a normal map that way, but I use -Y now because of the UE4 (since it's the default setting). This…
[ QUOTE ] By default, the search function only goes back a week. I've said it before, but I think that really needs to be changed if people are going to bitch about other users who can't use the search function properly. [/ QUOTE ] As far as I can tell, it's not possible to change the default initial settings for search…
Is unreal applying a tone mapper on textures by default ? Is this gonna affect how the basecolor is displayed in the engine or is it just affecting the unlit mode? I disabled all lights and post process. I ask this because slight differences in the base color can make a big difference in metallic props and i was wondering…
Here are the normal and ambient occlusion of the scroll mesh, I've baked it out of Xnormal then inverted the green channel, as I thought the UDK and Xnormal were different but apparently not, have done this on all the bakes I've inverted the normal back to the xnormal default as a test and included a pic of that as well…
I think there is an option to 'replace existing vertex colors' or something when you imort. Don't have UDK here at work so I cant confirm where it was. I think it defaults to off. If you just re-import the model by right clicking it I think it'll default to not replacing vertex colors. You'll have to manually re-import…
I figured out why there aren't many people doing this. UED relies on the default PPE for everything in game, and if I do make one, then no one else can see it because I'd have to send the ini file to them. UED doesn't like changing the default PPE it seems. It needs to be there. Also UED bitched at me about it. Or you set…
Pretty sure it does, though I haven't looked at that bit of code. On the high end it should also default to the buzzword worthy "HDAO" which is just SSAO but can grab more samples faster, and since UE4 will default to a lot more samples it will be higher res and more detailed than what you're used to with last gen SSAO.…
what kind of error are you getting? Your code looks solid. You could alternatively try this. float4 finalValue = 0.0f; // The default value is now here. switch (indexNum) { case 0: finalValue = 0.25f; break; case 1: finalValue = 0.5f; break; case 2: finalValue = 1.0f; break; } return finalValue; Also try changing the…