Tagged Questions
2
votes
1answer
193 views
UDK Fixed AIController / Pawn Height
[I already asked this question on the UDK forums, without much success though.]
I'm using a class derived from AIController to control my pawn in RTS-style. My problem is that the pawn does not have ...
0
votes
0answers
43 views
How access PhysicalMaterial from Actor Class?
I use Projectile for my weapon system and UDKProjectile has two main function to handle Hit of projectiles(=bullet of my weapon):
simulated function ProcessTouch(Actor Other, Vector HitLocation, ...
4
votes
2answers
473 views
How to implement auto-aiming / auto-targeting
We all know how auto-aiming or auto-targeting works in games.
Now, I need to find how to implement it in my game.
In fact I should implement it in UDK and I would be glad if anyone gave me more ...
1
vote
1answer
167 views
How can unrealscript halt event handler execution after an arbitrary number of lines with no return or error?
I have created a class that extends TcpLink and is instantiated in a custom Kismet Sequence Action. It is being instantiated correctly and is making the GET HTTP request that I need it to (I have ...
0
votes
1answer
811 views
How to control an actor movement in UDK
This might be very basic, but I couldn't find something relevant to what I need (see below). I am working on a very basic thing: a 3D environment with some buildings, and actors walking inside it. It ...
2
votes
3answers
479 views
When tracing how do I tell if I hit a wall or floor?
I perform a trace and when it hits the world I get a location and the surface normal. Does anyone have a good way to find out if I hit a wall or a floor?
1
vote
0answers
167 views
How do I acknowledge collisions?
As part of creating a stealth system, I've decided to place volumes over light sources as a first step. The idea being that when a pawn walks into one of those volumes, it will be logged. This is not ...