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20

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 ...


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 ...


6

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


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


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

Killing Floor was created with the Unreal-2 engine, not the Unreal-3 engine (UDK), so you're kind of trying to export backwards. You're going to run into problems doing this - if it even works at all. Try copying it across in chunks. First select all the BSP (Right click on a BSP mesh and go Select All > Same Class), then copy and see if it will paste into ...


2

Are you using a dynamic light? If the light is completely static, I think all of the lighting information is going to be baked into the map, so it won't be modifiable at runtime. Also, you can try logging out the value of pointLight to make sure it's both valid, and the correct light actor.


2

As posted in your comment, the green frames are UnrealKismet references. Uncheck them from the Show menu to hide them.


2

With UDK, you have access to the whole UE3 kit, you will have to pay only when you start earning money. This means you have access to the deferred rendering. UDK provides access to the full UE3 feature set Source: http://www.unrealengine.com/files/downloads/Why_Independent_Developers_Turn_To_UDK.pdf It could be expensive, if you are making millions. But ...


2

To do the same as the Unity tutorial you mention, you need to use a Pawn (not a Character!) with your boat mesh. Then, use the SetupPlayerInputComponent function to get your inputs (or just your input node if you're using Bluprints). You can now AddMovementInput to your Pawn, and it should perfectly move. Your can use AddControllerYawInput to make your Boat ...


1

The engine is the underlying platform on which your game code sits. The purpose of the engine is to abstract the raw driver / dx / opengl API away from us and make it easier to work with. It merely acts as a "toolkit" on which we build our games. Languages (such unrealscript) are simply part of that toolkit and enable us to do what we need. Ok so for your ...


1

Did quite a bit of research and it looks like this isn't possible in UDK. A material applied to a BSP is static and cannot be changed dynamically in game.


1

After moving the opening curly brace onto the next line, the code worked as intended. I'm not sure why it has to be on a separate line here in particular, but it solved the problem.


1

If I recall correctly, there's a hierarchy of configuration files in UDK. At the lowest level you have BaseInput.ini, then DefaultInput.ini, and above all UDKInput.ini. Each configuration file adds/removes/overrides values of the one below with the following syntax: +Something // adds a value to an array -Something // removes a value from an array ....


1

It's dirty... but it works. Hopefully in the future I'll find a better solution. IE build everything in UnrealScript.


1

UDK doesn't have anything built in that does exactly what you say. However, it's certainly possible since you can conditionally play/display sounds/meshes. For example, using Kismet, the conditionals are pretty simple. It'll certainly be a lot of work, though it's unclear from your requirements if that's a "showstopper". There's nothing that's technically ...


1

If you are in the player controller class trying to change state the code works as GoToState('Fleeing'); If in Pawn, what I have gotten to work is Controller.GotoState('PlayerClimbing'); because you are in the controller state you don't need to repeat it. Hope that helps.


1

While I couldn't find and examples of that function specifically, we can look at the out parameter modifier to get an idea of how this function might work. In the example: Function Clamp(Out Int Value, Int Min, Int Max) { if( Value < Min) Value = Min; else if( Value > Max) Value = Max; } And it's usage: Clamp(Health, 0, 100);...


1

The default delimiter is ',' see http://udn.epicgames.com/Three/StringsInUnrealScript.html For your problem you could use Mid() to generate your array by hand. string Mid ( coerce string S, int i, optional int j ) The Mid() function generates a substring of S by starting at character i and copying j characters. If j is omitted, the rest of the ...


1

This is a common mistake for many beginner UDK users. The brown cube is probably the builder brush, a very useful tool for creating meshes that physically affect your character in UDK. (If you are creating a more complicated project, I would strongly recommend either avoiding them or converting them to 'Static Meshes' - see the referenced tutorial.) The ...


1

The "brown cube" that you are referring to sounds like it's the builder brush. It is commonly referred to as red and it can be various shapes depending on your last brush setting. You can toggle it's display with the 'B' key. You may also be referring to a BSP wireframe, in which case you must Ctrl+Shift+click to select it unless you are in a wireframe ...


1

To rotate the look of a material (this will apply to all instances of that material): Open the material in the Material Editor. Find the Texture Sample node you want to rotate. Create a Rotator node and leave the default values in. Connect the Rotator to the UVs of the Texture Sample. Create a Constant node. Connect the output of the Constant to the Time ...


1

There is a some difference, you will need a very good artist to make it look better from the 8k/8k. It is better to use smaller textures merged using UV mapping. If you are not a proffesional I'd stick with the smaller resolution. Epic games tries to create a product for the masses, and unless you know how to make a good lightmap it makes no sense to make ...


1

You could consider the approach outlined here: http://answers.unity3d.com/questions/316064/can-i-obscure-an-object-using-an-invisible-object.html (The answer is written in terms of unity, but the same shared based applies to Unreal as well.) Basically you add geometry to your game that only writes to the Z buffer, and then draw the objects that need holes ...


1

Couple things you can try, first try adding sockets to your character for helping weapon holding/animation. Then find and existing character class and copy it, then rename the folders/files with your new characters parts. Find out more about the process here - UDK Custom Characters


1

Actually, UDK now has a "Combine Meshes" setting on the import settings, check that and you're probably ok.. I lose some materials once in a while, but then again, my UDK has shown some unheard-of problems, so it's probably just me. Another choice would be to combine them within the 3D editing program before exporting.


1

From a forum post, it seems there are a few default settings that need to be changed in order to get all the events. Setting bBlockActors=false and BlockActors=false appeared to solve this problem for someone else experiencing a similar problem.


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