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One way to choose texture sizes is to have a target texel density relative to the size of an object. For instance, if you wanted 128 texels per meter, then an object 4 meters in size should have a 512x512 texture, an object 8 meters in size should have a 1024x1024 texture, etc. The same guideline can be applied to tiling textures as well. Another thing to ...

14

It's called Ragdoll physics. However, I have no idea if it's possible to use it with UDK

13

Yes. The UDK is related to UE4 - The UDK is based off of Unreal Engine 3 to which Unreal Engine 4 is the successor. To the initial end user a number of things have changed. Unreal Engine 4 replaces UDK's Kismet Visual Scripting system with Blueprints. You can do practically everything with Blueprints and in some ways Blueprints can be considered a ...

9

No. From the faq link I put on @eBusiness's answer, in reference to what money requires the 25% royalty while using a comercial license: ...includes, but is not limited to, revenue earned from: sales, advertisements, sponsorships, endorsements, subscription fees, microtransactions, in-game item or service sales, rentals, pay-to-play, services you ...

8

I don't understand the question. When will the UDK4 be out? One year, at the least? Plus, you'll have to wait for it to become stable enough to reasonably use. The question you should ask is, "Do I want to make a game?" If the answer is "yes," then you should use the tools you have available to do so. There will always be some new tool coming in a couple of ...

6

The default equation for attenuation f(x) = 1/( distance ^(exponent) ) from the images doesn't seem UDK is doing anything differently.

5

This is called split screen. It's a relatively big topic to handle in a small reply but is strictly related to how you are managing your viewport, you can find more online in the wiki.

5

I'm not 100% sure if these are possible with the UDK, someone please correct me if they cannot. Assuming that you're using point light sources you could trace one ray from all light sources to the character's location and see how many, if any, collide. Then you can elaborate on the basic idea and check collision with multiple parts of the body, like torso+...

5

To launch a dedicated global server, run: UDK.exe server yourmap For a listen server, launch the game with your desired map as normal and append ?listen: UDK.exe yourmap?listen For a lan server, append ?lan to the map name (e.g. UDK.exe server yourmap?lan) To connect to the server, you can start the game with your IP address instead of a map: UDK.exe ...

5

As you've spotted yourself, it's possible to use C++ within the UDK thanks to DLLBind. But there's no way you will be able to call engine functions from C++, you'll have to glue everything together using UnrealScript.

5

Non-commercial: ...refers to an activity or entity that does not in some sense involve commerce. An in-game shop involves commerce. If you make money directly from the game, it's a commercial game.

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First of all, read the terms of free use for the desired product, they will usually contain a much more specific phrasing. It is hard to define a strict definition for what is commercial and what is non-commercial, a prominent borderline case is a good given out for free to promote a commercial product. It is still commercial, but what if the good doesn't ...

5

According to this link WHAT IS UDK? Unreal Development Kit was the free edition of Unreal Engine 3. It remains available for teams completing projects in UE3. Get UDK (February 2015 UDK). So you want to avoid using UDK and use Unreal Engine 4

4

The accepted answer is outdated. FScommands are deprecated and slow. Try using scaleform CLIK and: event bool WidgetInitialized(name WidgetName, name WidgetPath, GFxObject Widget) { // Determine which widget is being initialized and handle it accordingly switch(Widgetname) { case 'btnStart': // Save reference to the label ...

4

Well to begin, it's actually two textures, but basically what he's done is cram lots of individual maps into separate channels of the textures. So in those two textures, you have specular, normal, masks, albedo etc. Unfortunately, in order to extract all the separate bits of information and use them properly this means he has to have quite complex shaders ...

3

Current solution: local Vector ImpulseToApply, PointA, PointB; local GJKResult theResult; local DynamicSMActor TempActor; foreach Owner.TouchingActors(class'DynamicSMActor', TempActor) { theResult = QuadForceImpulseActor(Owner).CollisionComponent.ClosestPointOnComponentToComponent( TempActor.CollisionComponent, PointA, ...

3

You could create a subclass of PlayerInput with its own section with keybinds in the Input.ini. If the controls are different based solely on the map/GameInfo, you can make a subclass of your PlayerController, set its InputClass to your new PlayerInput subclass in defaultproperties, then in your GameInfo you can set PlayerControllerClass to your new ...

3

The answer is that you have to SetPhysics(PHYS_NONE) before basing it. Apparently this is not necessary if you are basing it on another descendant of KActor, since they will then be handled at the same time in the Tick cycle.

3

If your game has high demands for server hardware/bandwidth you have a few options: Require players to pay to use your servers, either via monthly fees or a pay as you go system. Run the servers at a loss, if enough people continue to buy the game you can continue to run the servers. Run the servers with some form of advertising to offset the costs. Allow ...

3

Turns out that getting the difference between two vectors gives me a vector RELATIVE TO THE WORLD ORIGIN (DUHR) so that "arbitrary" spot on the map I was getting pushed to was just <0,0,0> + Unit Vector * ropeLength. In short: testPosition = Normal(testPosition - myController.TargetedHook.Location) * myController.TargetedHook.ropeLength; should ...

3

This was a comment, but it's really an answer. You're not going to get Quake 3's peculiarities in Unreal. Strafe jumping, grenade jumps, rocket jumps, etc. Here's me doing a combination grenade/rocket jump in Quake 3. That's not going to happen in Unreal unless you really mess around with how it works. https://youtube.com/watch?v=i6rqumD-9Hk It totally ...

2

We are currently dealing with the licensing for our upcoming game, and how it works is this: You can build for android, but only from the source code. And guess how much it costs to buy a source code license... $50,000 per platform. D: Kickstarter time I suppose! you can distribute for iOS for as little as$99, and \$2500 for a commercial license if I ...

2

From what I remember from UnrealScript before 3.x this would be possible but would require a custom player controller/player pawn and/or possibly a a custom Volume. Basically when the player initiates commandDrop, a trace can be performed to see if the player is on the custom moving entity. If it is, add the player to a non-collision list in the Volume. I ...

2

There are a few relevant resources on the UDN about this subject (keywords "level streaming"), and even a convenient "hub" article that links to all of them: http://udn.epicgames.com/Three/LevelStreamingHome.html "The level streaming functionality in Unreal Engine 3 makes it possible to load and unload map files into memory as well as toggle their ...

2

I recommend you to check following tutorials. And of course controlling the actors using scripts is the best method. It will give you more control over them. Specifically for Animations, http://www.moug-portfolio.info/udk-animation-basics/ And here you will find more useful guides. http://www.moug-portfolio.info/ Check the AI pawn movement tutorail as ...

2

Yes, UDK can do ragdoll physics. You have to use the PhAT (Wiki Doc and Video Tut) to create a ragdoll for your mesh. You can look at UTPawn.uc for how to link the PhysicsAsset into the mesh, and then you can look at PlayDying() or PlayFeignDeath() to see how to turn the ragdoll on.

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You should be able to select the face(s) in editmode and then in the Properties window under Materials, click Assign to apply the mat you choose from the list. See http://www.katsbits.com/tutorials/blender/learning-multiple-materials-textures-images.php

2

What Thomas said in his comment: the surface normals on the floor are pointed up, while the walls are pointed sideways. (I'm leaving my response about the dot product because that will work too and helps explain how to work with 3D vectors, but phillips comment points out a simpler approach I didn't think of) Just check the normal's Z component. So, if you ...

2

While I'd be very happy for someone else to come and give a more specific reason as I don't really have the facts to back up my claim, but it looks like this is a limitation of Broadcast. Alternatively you can write to the console or maybe update some UI elements depending on how you want to handle your messages.

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