View Full Version : HALF SOLVED - moving shooting range - fractured Mesh / Interp Actor Help
04-29-2010, 06:20 PM
I am trying to create a moving target range with some fractured meshes as targets.
Is there a way to keep the fractured mesh functionality and use them in matinee as an interpactor.
I have tried to add as interp actor : frractured mesh but when you shoot the mesh it is back to a static mesh all be it with movability.
Would it work if I converted the fractured mesh to a kactor?
05-02-2010, 08:35 AM
I now have the fractured meshes moving in a matinee but now when i shoot and hit the target the fractures will not explode and fall almost like its lost its interaction with the bullet almost like no collision is detected when hit.
Anyone have an idea on a solution?....surely they can animate and still blow up when hit!
05-02-2010, 08:42 AM
i don't think matinee is the right tool for it.
In MMORPG's the objects that are hitable NPC's.
How about trying to set up a system that these actors follow a path node?
Just a guess.. I could be wrong.
05-02-2010, 08:55 AM
ok an update.....the fractured mesh when changed to an interpactor which is available...it will not receive any hit contact and explode...same with a kactor....so i deduct that its not matinee its something to do with the moving aspect of the object....
06-02-2010, 04:58 AM
Agreed, I'm having trouble getting the interp actor to receive damage.
06-02-2010, 05:05 AM
As a cheap fix I have 2 meshes.
1 mesh is normal (non-Interp) and hidden. It has all of the take damage kismet stuff because it can take damage.
I place the other interp version in the identical place but since the damage does nothing it passes through to the hidden version.
This way I can shoot a light and it will go out.
The hidden one (non-interp) takes the damage and the visible one (interp) changes the material instance to the off color.
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