View Full Version : Charaters not showing in game [Solved]
geodav
11-09-2009, 05:02 PM
Charaters not showing in game
ok i have some single mesh characters with the correct entries in the UTCharInfo, the nnames show in game but the meshes don't, the only errors in the log are
Log: Accessed None 'PhysicsAsset'
UTPawn DM-ut40ktest_10.TheWorld:PersistentLevel.UTPawn_9
Function UTGame.UTPawn:NotifyTeamChanged:01A5
Log: Accessed None 'PhysicsAsset'
UTPawn DM-ut40ktest_10.TheWorld:PersistentLevel.UTPawn_11
Function UTGame.UTPawn:NotifyTeamChanged:01A5
but the physics asset is set in the family code
though i noticed in the log that none of my character packages are found !!!!
Gillies
11-10-2009, 08:18 AM
i had this problem (of my character not showing up),might not be related to your problem but anyways.
i found that what was happeneing was, when i set my pawns familyinfo to my custom one it was simply ignoreing it when the pawn class called SetCharacterClassFromInfo() with one from PlayerReplicationInfoClass in my gameinfo file. theres probably a proper way to get it showing up but i just overwrote that function to no use the info class passed to it and instead use the pawns specified one.
geodav
11-10-2009, 05:00 PM
could you tell me how to do that, my coding isn't that great.
i've set my PlayerReplicationInfo to point to my family which works, now have the player mesh in
but how do i get the bots to use it/them
Inzane
11-10-2009, 07:15 PM
I also have been trying to add new player models. Any help would be great. I just can't find any refrence to changing the player mesh. I have the new one imported in and ready to go. any help would be great.
Gillies
11-10-2009, 08:04 PM
what model are the bots now using geo?
because for me as soon as i changed that to get my character model working all the bots started using my character model, so i ended up overiding simulated function SetCharacterClassFromInfo(class<UTFamilyInfo> Info) in my bots base pawn class, what i did was remove the if statement and set it so instead of using the familyinfo variable that got passed into the function, it used the pawns own CurrCharClassInfo
this was so much eaiser in ut3 as there was just a variable defaultmesh in the pawn which seemed to control it :(
geodav
11-11-2009, 02:42 PM
well the bots were using the landri meshes till i deleted the entries fron the UTCharInfo.ini and replaced them with my own now the names show in the midgamemenu but now meshes seen, i'll dig around and see what i can find
@Inzane sorry mate till i get this sorted it's the blind leading the blind unless one of the big mod teams decide to help
edit:- still no joy with the bots, sorry i've no idea how to overwrite anything
Gillies
11-11-2009, 07:11 PM
hmm, i havnt tried using the ini files to control bots meshes. not sure if i can help you here then :S as i've only done this for a singleplayer game where bots are spawned with kismet, so my bots when spawned with addbots command still actully use the ut mesh :(
Inzane
11-11-2009, 10:58 PM
@Inzane sorry mate till i get this sorted it's the blind leading the blind unless one of the big mod teams decide to help
no problem. and thanks for helping out.
geodav
11-12-2009, 03:16 PM
no probs, we're getting there i think ;)
Showster
11-14-2009, 01:01 PM
Did you have any luck yet?
geodav
11-14-2009, 03:08 PM
@Showster, using your tutorial i got the meshes in and showing
the problem is it will only show the default mesh
i've been trying to use the Familyinfo with the UTChar code and the UTChar.ini
the names from the ini show but not the meshes, i'm not sure if it's a problem with the UT code as they only use 1 family/faction. we had this problem with UT3 untill epic sort of fixed it. if i can't rely on using the ut code as a base i might not bother with UDK at all.
it seems pointless if we have to code everything from scratch :( :( :(
Mojokin
02-15-2010, 07:32 PM
Not sure if this thread's still up-to-date, but could you post some of your code, Geodav? Might be able to get a better picture then and maybe help out.
geodav
02-16-2010, 03:00 PM
a bit of retro here mate but the problem is solved as my video tutorials show, but thanks anyway ;)
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