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View Full Version : My summarized UDK Bug report thread :p



AndyPandy
09-12-2011, 06:32 AM
Hi EPIC,

lets see how long this section lasts, before it gets flooded with questions like "How to make XY like in game XY" or "My weapon is black! HELP" :)

My Problems Links, they all still causing problems even in the latest release of UDK:


MoveToward/Pathing behaves differently in "PlayInEditor" vs "Start Level on PC"? (http://forums.epicgames.com/showthread.php?t=818902)
Corner Cutting while in MoveTorward and bad Wall Hiting? (http://forums.epicgames.com/showthread.php?t=818583)
Pls fix and document GameAICommand, thx (http://forums.epicgames.com/showthread.php?t=817047)
Request for better documentation for Ai, Navmesh and Pathnode system. (http://forums.epicgames.com/showthread.php?t=817041)
Warning: Kismet nodes and prefabs do not copy & paste! (http://forums.epicgames.com/showthread.php?t=799229)
overriding a inherited "auto" state fails, without a compiler warning? (http://forums.epicgames.com/showthread.php?t=801096)
Strange compiler bug with interfaces? (http://forums.epicgames.com/showthread.php?t=799107)
Cant assign archtypes via "Use selected Object" button. (http://forums.epicgames.com/showthread.php?t=794036)
Crash on "reset to default" for actor component references inside archtypes. (http://forums.epicgames.com/showthread.php?t=790457)
Actor "TickFrequency" not really doing anything. (http://forums.epicgames.com/showthread.php?t=771112)
SkelController not updating offscreen (SkelControlSingleBone vs SkelControlLookAt) (http://forums.epicgames.com/showthread.php?t=769973)
Bug in RInterpTo() and InterpSpeed input? (http://forums.epicgames.com/showthread.php?t=768936)
Prefabs and Kismet code "Ghosts" Sequences. (http://forums.epicgames.com/showthread.php?t=763001)

Export kismet seq from a prefab. (http://forums.epicgames.com/showthread.php?t=768486)
"ReplacementPrimitive" member inside PrimitiveComponent always marks modified. (http://forums.epicgames.com/showthread.php?t=763617)
Bugged Archtype updates/save logic. (http://forums.epicgames.com/showthread.php?t=763570)
Ability to alter the "AudioDevice/Camera" Listeners location. (http://forums.epicgames.com/showthread.php?t=763358)
SequenceEvent.CheckActivate() and the "final" flag? (http://forums.epicgames.com/showthread.php?t=763338)



Thx Andy

AndyPandy
09-12-2011, 06:34 AM
BUG: If u extend "UDKScout" and only have one "PathSizes" entry, UDK will crash. Its also not clear if "PathSizes(2)=(Desc=Max,Radius=120,Height=120)" is some "special" entry or simply something UT specific.

AndyPandy
09-12-2011, 06:36 AM
PROBLEM: The whole system to save a kismet seq. as a asset is questionable, since once the asset is created the kismet seq. cant be changed and therefor wont be updated on the used parts. The basic idea would be to "instantiate" the saved kismet seq. like a normal archtype/prefab, but without the ability to update/fix a saved and used seq. this is rather meaningless and confusing at best.

AndyPandy
09-12-2011, 06:44 AM
DOCUMENTATION: The documentation on how to manually insert/use a artist created navmesh is rather confusing than helping. A example where a "real" navmesh is inserted and used with automatic generated pylons, would be quite helpfully. Most likely the artist generated navmesh is to get a "clean" mesh in a very complex situation. What we struggled most was how to get white "portal" areas working betwen a manual and a automatic mesh, so that the ai can use both.
It seems u somehow have to manually create double sided vertically portal areas polys yourself?

AndyPandy
09-19-2011, 09:41 AM
I really struggle to get some more complex command/state transition logic to work using commands without the "AllowStateTransitionTo()/AllowTransitionTo()" calls, since they never get called at all. Would be nice to at least hear "its on our list", since i cant fix them myself.

thx Andy

AndyPandy
02-21-2012, 08:35 AM
Bump, no im not giving up :)

Using the latest UDK version i still get those annoying prefab "ghosts", means i have empty unreferenced kismet prefab sequences, that i cant delete.