Blade[UG]
02-28-2010, 04:17 PM
Yes, I've defined the collision cylinder, but an imported model is floating on top of it's Pawn's collision cylinder .. I don't even know where to begin looking (i'm a code guy .. not an art guy .. ) to try to solve this ... help? :D
Denny
03-01-2010, 03:00 AM
Open your skeletalmesh in the editor and add an offset value to its origin until it looks correct. Unreal characters has -51 in Z.
tobmuell
12-12-2012, 07:08 AM
I had the same issue, solving it with the origin offset. But now, when I play a custom anim (in this case melee attack), my pawn does not stay on the floor like it does, when I play the animation in the AnimSet Editor. Instead it lifts off the ground and comes back to the ground when finished with the custom anim.
FullBodyAnimSlot.PlayCustomAnim('rogue_attack_doub le', 1.0, 0.5, 0.5, false, true, 0.0, 0.0);
Any ideas what the problem could be? If you need additional information, please let me know.
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