View Full Version : What to do if bugs are found?
JackyBoy
11-05-2009, 11:50 AM
Hey.
I absolutely love the UDK, it's like an early Christmas present!
But just wanted to ask, as it is still a beta do you want people to post on the forums any bugs that are found? or is there a different way we should let you know? or have you just got that covered? :P
For example, squint mode not working?
weephun
11-05-2009, 11:58 AM
We'd love to hear of any issues you're running into or bugs you've found. Try to be as descriptive as possible so that we can easily reproduce the issues here and get them fixed up. We'll continue to release new versions of the UDK as we add new features to the engine and fix issues that are found.
Steve Polge
11-05-2009, 12:00 PM
We called this version a beta because despite going through a very thorough test cycle at Epic Games, we're expecting that users will find a bunch of issues with the initial release because of the huge variety of hardware/software configurations as well as the many possible applications for the UDK.
Given that, the reason we released this beta version was to get feedback about bugs and issues you uncover, so please post them to this forum. Please provide as much detail as possible about how to reproduce this issue.
skasteve
11-05-2009, 12:06 PM
'Squint Mode' works, you just need to be in 'Game Mode' first.
JackyBoy
11-05-2009, 12:06 PM
Yeah, that's cool. That's what i thought.
Well All i have found so far is that the squint mode doesn't work in any map I load. Edit: Sorry yeah, i changed it to game mode and it does work.
also (instead of starting a new topic) I saw in a couple of screenshots that it said UDK x64, will you be releasing a x64 version soon?
thanks :)
Demruth
11-05-2009, 12:19 PM
Any reason for all of the changes to Kismet functions... e.g. now the fact that you can't toggle hidden on static meshes? I understand that static meshes are supposed to be static, and if it's an optimisation that's fine, but this was something that I was doing rather extensively because UT3 allowed it, and now I'm at a loss as to how to restore this functionality easily without having to rerig bunches of Kismet.
Any quick thoughts? Or will I just have to rerig things?
Steve Polge
11-05-2009, 12:26 PM
I'll check into toggling static meshes.
Everyone - please start a new thread for every issue or question to make tracking easier.
Thanks...
skasteve
11-05-2009, 12:29 PM
If you convert the StaticMeshActor to an InterpActor, the kismet should work correctly. It should give you a warning when you do this. Hit continue and it should update the kismet for you.
Nevellin
11-05-2009, 03:36 PM
Oh... really wanna know about the 64 bits version.
*I'll dream with UDK today, seriously*
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