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		<title>Epic Games Forums - UDK General Development</title>
		<link>http://forums.epicgames.com/</link>
		<description><![CDATA[Forum for posting issues you have running UDK. If you have a "how-to" question, please post it in the related help forum. (Programming, Level Design, etc.)]]></description>
		<language>en</language>
		<lastBuildDate>Sun, 26 May 2013 07:45:02 GMT</lastBuildDate>
		<generator>vBulletin</generator>
		<ttl>60</ttl>
		<image>
			<url>http://forums.epicgames.com/images/styles/TwistedDark/misc/rss.png</url>
			<title>Epic Games Forums - UDK General Development</title>
			<link>http://forums.epicgames.com/</link>
		</image>
		<item>
			<title>Game works from Front End but not when packaged</title>
			<link>http://forums.epicgames.com/threads/964346-Game-works-from-Front-End-but-not-when-packaged?goto=newpost</link>
			<pubDate>Sun, 26 May 2013 04:28:31 GMT</pubDate>
			<description>Hey guys, 
 
For some reason my game works perfectly when I cook it and launch it from unreal front end but once I package the game completely and...</description>
			<content:encoded><![CDATA[<div>Hey guys,<br />
<br />
For some reason my game works perfectly when I cook it and launch it from unreal front end but once I package the game completely and install it, it crashes on start up.<br />
<br />
Does anyone know the reason behind this as I am in a rush to get this working.<br />
<br />
Thanks for any help.</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>8gigs</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/964346-Game-works-from-Front-End-but-not-when-packaged</guid>
		</item>
		<item>
			<title>Streamed levels not loading</title>
			<link>http://forums.epicgames.com/threads/964302-Streamed-levels-not-loading?goto=newpost</link>
			<pubDate>Sat, 25 May 2013 21:37:32 GMT</pubDate>
			<description><![CDATA[OK so after I have streamed a level together and I save it, I close out. When I load UDK again and I load the master level it says it can't find the...]]></description>
			<content:encoded><![CDATA[<div>OK so after I have streamed a level together and I save it, I close out. When I load UDK again and I load the master level it says it can't find the other levels. I try loading them into it again it says  'Importing external sublevels is not allowed. Move the level files into the standard content directory and try again.' The level is fairly big so I cut it up to save time on building.  Does anyone know how to fix this? If not then does anyone know how to have a cinematic be a transition to the next map. This would be very helpful.<br />
Thanks</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>Shinobi3</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/964302-Streamed-levels-not-loading</guid>
		</item>
		<item>
			<title><![CDATA[Getting ghosting when I "Play from here"]]></title>
			<link>http://forums.epicgames.com/threads/964274-Getting-ghosting-when-I-quot-Play-from-here-quot?goto=newpost</link>
			<pubDate>Sat, 25 May 2013 18:39:58 GMT</pubDate>
			<description><![CDATA[Title says it all. I don't know what's causing this. I tried Checking For Updates when booting it up. I'm running the Feb2013 version if that matters.]]></description>
			<content:encoded><![CDATA[<div>Title says it all. I don't know what's causing this. I tried Checking For Updates when booting it up. I'm running the Feb2013 version if that matters.</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>Chaserm2</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/964274-Getting-ghosting-when-I-quot-Play-from-here-quot</guid>
		</item>
		<item>
			<title>Graduation project made in UDK.</title>
			<link>http://forums.epicgames.com/threads/964267-Graduation-project-made-in-UDK?goto=newpost</link>
			<pubDate>Sat, 25 May 2013 18:15:33 GMT</pubDate>
			<description>Hello everybody, 
 
Over the last four months I have been working on my graduation project in UDK creating a destructible building. Just wanted to...</description>
			<content:encoded><![CDATA[<div>Hello everybody,<br />
<br />
Over the last four months I have been working on my graduation project in UDK creating a destructible building. Just wanted to share my results with you guys.<br />
<br />
<a href="http://www.youtube.com/watch?v=0CT7S7EtxC4&amp;" target="_blank">http://www.youtube.com/watch?v=0CT7S7EtxC4&amp;</a><br />
<br />
hope you like it.</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>chrisjuuuh</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/964267-Graduation-project-made-in-UDK</guid>
		</item>
		<item>
			<title>Specular issues with baked lighting</title>
			<link>http://forums.epicgames.com/threads/964248-Specular-issues-with-baked-lighting?goto=newpost</link>
			<pubDate>Sat, 25 May 2013 15:31:27 GMT</pubDate>
			<description><![CDATA[Hi guys, I need some help. 
 
I've got this modular temple that I'm making. I have only just started putting it together in UDK and I'm stuck. when I...]]></description>
			<content:encoded><![CDATA[<div>Hi guys, I need some help.<br />
<br />
I've got this modular temple that I'm making. I have only just started putting it together in UDK and I'm stuck. when I bake my light maps things go weird. below is an example of the scene before i bake them.<br />
<br />
looks fine to me. notice the specular highlights<br />
<br />
<img src="http://imageshack.us/a/img17/2396/helpfine.jpg" border="0" alt="" /><br />
<br />
Now after i bake light maps.<br />
<br />
<img src="http://imageshack.us/a/img59/2332/helpweird.jpg" border="0" alt="" /><br />
<br />
the lighting is different across each modular piece.<br />
I have decent light map uv's in my second uv channel and they aren't flipped. the meshes have smoothing groups and triangles are fine. I've ran out of things to check.<br />
<br />
has anyone ever come across this before?</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>tadpole3159</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/964248-Specular-issues-with-baked-lighting</guid>
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		<item>
			<title>UDN Cascade Documentation Incomplete?</title>
			<link>http://forums.epicgames.com/threads/964239-UDN-Cascade-Documentation-Incomplete?goto=newpost</link>
			<pubDate>Sat, 25 May 2013 14:20:09 GMT</pubDate>
			<description><![CDATA[It appears there is some documentation missing on a few modules from Cascade. The first of which is the 'Color Over Density' module. My guess is that...]]></description>
			<content:encoded><![CDATA[<div>It appears there is some documentation missing on a few modules from Cascade. The first of which is the 'Color Over Density' module. My guess is that it can be used to scale colour given how many particles overlap each other? Could be very useful for fading out stray particles. Anybody actually have any experience with this module? Me and some guys over at ImbueFX are wondering what it's purpose is.<br />
<br />
<br />
<br />
There's also three Green 'Trail' modules that only become available when you have a ribbon data TypeData module plugged in. No documentation on these either... Do any Epic employees visit these boards anymore :/? We could do with an Epic guy around here....</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>TheJamsh</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/964239-UDN-Cascade-Documentation-Incomplete</guid>
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		<item>
			<title>Problem spawning custom pawn in kismet</title>
			<link>http://forums.epicgames.com/threads/964170-Problem-spawning-custom-pawn-in-kismet?goto=newpost</link>
			<pubDate>Fri, 24 May 2013 20:53:39 GMT</pubDate>
			<description>I made a building actor for my level that extends the Pawn class because I need Pawn behavior for the behavior of the building.  Everything about the...</description>
			<content:encoded><![CDATA[<div>I made a building actor for my level that extends the Pawn class because I need Pawn behavior for the behavior of the building.  Everything about the building works exactly like it is supposed to, except when I spawn it using kismet.  I set the actor factory to assign it to a team, because the building needs to belong to a team (like a RTS game).  If TeamNum in the Actor Factory is set to 255 or 1 (or pretty much any value greater than 0) the building spawns fine.  If TeamNum is 0, the building spawns, but has no collision, is not assigned to a team, and has no health.  I think it is not even spawning the Pawn, just the mesh.  It only does this when the team index in the actor factory is set to 0, which is the team index it needs to have.  It didn't use to do this.  I spawned it fine before, but it suddenly stopped spawning properly, even though I had not changed any code.<br />
<br />
Any idea what could make this happen?</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>jlhill17</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/964170-Problem-spawning-custom-pawn-in-kismet</guid>
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			<title>Vehicle wheels falling through terrain.</title>
			<link>http://forums.epicgames.com/threads/964116-Vehicle-wheels-falling-through-terrain?goto=newpost</link>
			<pubDate>Fri, 24 May 2013 14:04:18 GMT</pubDate>
			<description>I just installed the newest UDK and the scorpion wheels jut spin in the terrain like there is no friction at all? Is this something that has changed...</description>
			<content:encoded><![CDATA[<div>I just installed the newest UDK and the scorpion wheels jut spin in the terrain like there is no friction at all? Is this something that has changed or is there something wrong?<br />
<a href="http://forums.epicgames.com/attachment.php?attachmentid=12027&amp;d=1369404240"  title="Name:  terrain.jpg
Views: 12
Size:  86.2 KB">terrain.jpg</a><br />
Any ideas whats up?<br />
<br />
Thanks.</div>


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			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>willpinataman</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/964116-Vehicle-wheels-falling-through-terrain</guid>
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		<item>
			<title>Attach a light to end of joint chain in Hanging light</title>
			<link>http://forums.epicgames.com/threads/964088-Attach-a-light-to-end-of-joint-chain-in-Hanging-light?goto=newpost</link>
			<pubDate>Fri, 24 May 2013 03:19:11 GMT</pubDate>
			<description>Hey Forums. 
 
I have a hanging light that has a joint chain down it, and it working just fine when i shoot it... however, i would like to attach a...</description>
			<content:encoded><![CDATA[<div>Hey Forums.<br />
<br />
I have a hanging light that has a joint chain down it, and it working just fine when i shoot it... however, i would like to attach a &quot;pointLightMovable&quot; to it so that it swings around and changes the lighting/shadows in my scene... how do i set this up?<br />
<br />
Currently i have going into kismet and tried this.<br />
<br />
Make a new &quot;Level Loaded&quot;<br />
make a new &quot;Attach to Actor&quot;<br />
select my pointLightMovable_24 &gt; rt Click &gt; new object var pointLightMovable_24<br />
select my skeletalMesh &quot;KAsset_0&quot; &gt; rt Click &gt; new object var KAsset_0<br />
<br />
connected the level loaded to the attach actor<br />
connected the pointLightMovable to the RIGHT &quot;Attachment&quot; input<br />
connected the KAsset_0 to the LEFT &quot;target&quot; input.<br />
<br />
what this ACTUALLY does is turns my light OFF when i &quot;play from here&quot;<br />
<br />
i tried the exact same set up, but switching the KAsset_0 with a regular staticMesh with a collision object... &quot;play from here&quot; shoot the staticMesh, the light moves with it...<br />
<br />
my questions are....<br />
did i do something blatantly wrong here<br />
can you even do what I want<br />
is there a way to attach to a joint in the KAsset_0 (in my case i would want to attach it to joint5) <br />
<br />
thanks in advance!</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>speedsimmons</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/964088-Attach-a-light-to-end-of-joint-chain-in-Hanging-light</guid>
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		<item>
			<title>importing Unreal 3 character skel mesh...distorting features</title>
			<link>http://forums.epicgames.com/threads/964087-importing-Unreal-3-character-skel-mesh-distorting-features?goto=newpost</link>
			<pubDate>Fri, 24 May 2013 03:18:08 GMT</pubDate>
			<description><![CDATA[I have various character meshes exported from Mass Effect 3 (Unreal 3) that I've tried importing into UDK.  I open a body mesh and then add an...]]></description>
			<content:encoded><![CDATA[<div>I have various character meshes exported from Mass Effect 3 (Unreal 3) that I've tried importing into UDK.  I open a body mesh and then add an additional mesh (the head) and...some features on the face get distorted.  The eyeballs shift upwards, the lower lids distort upwards, and the tongue projects out of the chin.  How do I correct these issues?  The head alone is fine but paired with the body...distortion.<br />
<br />
tongue out of chin:<br />
<img src="http://imageshack.us/a/img191/4699/udk2013052323151544.jpg" border="0" alt="" /><br />
<br />
Eyes distorted:<br />
<img src="http://imageshack.us/a/img703/5830/udk2013052323153835.jpg" border="0" alt="" /></div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>Praedor</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/964087-importing-Unreal-3-character-skel-mesh-distorting-features</guid>
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		<item>
			<title><![CDATA[[SOLVED] Skeletal Mesh going black out of the sunlight]]></title>
			<link>http://forums.epicgames.com/threads/963992-SOLVED-Skeletal-Mesh-going-black-out-of-the-sunlight?goto=newpost</link>
			<pubDate>Thu, 23 May 2013 04:01:47 GMT</pubDate>
			<description>Hi, 
 
I made this video to explain what is happening with my first person mesh. It seens to be alright on the sunlight but when I get to the shaded...</description>
			<content:encoded><![CDATA[<div>Hi,<br />
<br />
I made this video to explain what is happening with my first person mesh. It seens to be alright on the sunlight but when I get to the shaded area it simple gets pure black. My classes are UDKBase extended.<br />
<br />
This video shows my mesh in my gametype and replacing the LinkGun mesh in the UTGame. The mesh works fine in UTGame so I excluded the material or mesh problem from my list.<br />

<iframe class="restrain" title="YouTube video player" width="640" height="390" src="//www.youtube.com/embed/dNDKncmZsHY?wmode=opaque" frameborder="0"></iframe>
<br />
<br />
TerrorWeapon extends UDKWeapon default properties of the mesh<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">// FP Item Mesh<br />
&nbsp; &nbsp; &nbsp; &nbsp; begin Object class=UDKSkeletalMeshComponent name=FPItem<br />
&nbsp; &nbsp; &nbsp; &nbsp; DepthPriorityGroup = SDPG_Foreground<br />
&nbsp; &nbsp; &nbsp; &nbsp; bOnlyOwnerSee = true<br />
&nbsp; &nbsp; &nbsp; &nbsp; bOverrideAttachmentOwnerVisibility = true<br />
&nbsp; &nbsp; &nbsp; &nbsp; PhysicsAsset=None<br />
&nbsp; &nbsp; &nbsp; &nbsp; end object<br />
&nbsp; &nbsp; &nbsp; &nbsp; Mesh = FPItem</code><hr />
</div>TerrorTestPistol extends TerrorWeapon properties<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">// arms mesh<br />
&nbsp; &nbsp; &nbsp; &nbsp; begin Object&nbsp; name=FPItem<br />
&nbsp; &nbsp; &nbsp; &nbsp; SkeletalMesh = SkeletalMesh'models.ViewModels.firstperson_handpistol'<br />
&nbsp; &nbsp; &nbsp; &nbsp; AnimSets(0) = AnimSet'Anims.ViewModels.fistperson_anim_handpistol'<br />
&nbsp; &nbsp; &nbsp; &nbsp; Animations=MeshSequenceA<br />
&nbsp; &nbsp; &nbsp; &nbsp; FOV=90.0<br />
&nbsp; &nbsp; &nbsp; &nbsp; end object<br />
&nbsp; &nbsp; &nbsp; &nbsp; Mesh = FPItem</code><hr />
</div>DynamicLightEnvironment and Pawn's Mesh properties extending from UDKPawn<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bSynthesizeSHLight=TRUE<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bIsCharacterLightEnvironment=TRUE<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bUseBooleanEnvironmentShadowing=FALSE<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; InvisibleUpdateTime=1<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; MinTimeBetweenFullUpdates=.2<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bAllowDynamicShadowsOnTranslucency = true<br />
&nbsp; &nbsp; &nbsp; &nbsp; End Object<br />
&nbsp; &nbsp; &nbsp; &nbsp; Components.Add(MyLightEnvironment)<br />
&nbsp; &nbsp; &nbsp; &nbsp; LightEnvironment=MyLightEnvironment<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; Begin Object Class=SkeletalMeshComponent Name=SkelMesh<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bCacheAnimSequenceNodes=FALSE<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; AlwaysLoadOnClient=true<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; AlwaysLoadOnServer=true<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bOwnerNoSee=true<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; CastShadow=true<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; BlockRigidBody=TRUE<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bUpdateSkelWhenNotRendered=false<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bIgnoreControllersWhenNotRendered=TRUE<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bUpdateKinematicBonesFromAnimation=true<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bCastDynamicShadow=true<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Translation=(Z=8.0)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; PhysicsAsset=None<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; RBChannel=RBCC_Untitled3<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; RBCollideWithChannels=(Untitled3=true)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; LightEnvironment=MyLightEnvironment<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bOverrideAttachmentOwnerVisibility=true<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bAcceptsDynamicDecals=FALSE<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bHasPhysicsAssetInstance=false<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; TickGroup=TG_PreAsyncWork<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; MinDistFactorForKinematicUpdate=0.2<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bChartDistanceFactor=true<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //bSkipAllUpdateWhenPhysicsAsleep=TRUE<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; RBDominanceGroup=20<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Scale=1.075<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // Nice lighting for hair<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bUseOnePassLightingOnTranslucency=TRUE<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; bPerBoneMotionBlur=true<br />
&nbsp; &nbsp; &nbsp; &nbsp; End Object<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Mesh = SkelMesh<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Components.Add(SkelMesh)</code><hr />
</div></div>

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			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>Tropa</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/963992-SOLVED-Skeletal-Mesh-going-black-out-of-the-sunlight</guid>
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			<title>Vehicle Particle Effect LOD Issue</title>
			<link>http://forums.epicgames.com/threads/963980-Vehicle-Particle-Effect-LOD-Issue?goto=newpost</link>
			<pubDate>Thu, 23 May 2013 02:20:59 GMT</pubDate>
			<description><![CDATA[Hey all :) 
I'm having an issue with my particle effect LOD. 
 
Whats happening, is when I have a particle effect attached to a vehicle under the...]]></description>
			<content:encoded><![CDATA[<div>Hey all :)<br />
I'm having an issue with my particle effect LOD.<br />
<br />
Whats happening, is when I have a particle effect attached to a vehicle under the Vehicle Effects array, (which is defined in UDKVehicle), the particle effect doesn't change its LOD for other players based on distance.<br />
<br />
I can manually change the LOD of the particle effect using the SetLODLevel() function, but what I really want to happen is for it to change automatically based on distance.<br />
<br />
What confuses me more is when I place the same particle effect into a level, the LOD changes fine as you change your distance from it, the problem only occurs when its a Vehicle Effect.<br />
<br />
Has anyone else encountered this error, or might have an idea why this is occurring?<br />
<br />
Thankyou! :)</div>

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			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>Elphus</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/963980-Vehicle-Particle-Effect-LOD-Issue</guid>
		</item>
		<item>
			<title>UDK Game crashing after packaging in Frontend</title>
			<link>http://forums.epicgames.com/threads/963967-UDK-Game-crashing-after-packaging-in-Frontend?goto=newpost</link>
			<pubDate>Wed, 22 May 2013 23:45:57 GMT</pubDate>
			<description><![CDATA[Hey all, 
 
My first post here, and I'm afraid it's not a nice one. I have seen various posts about topics similar. 
I am doing a college course for...]]></description>
			<content:encoded><![CDATA[<div>Hey all,<br />
<br />
My first post here, and I'm afraid it's not a nice one. I have seen various posts about topics similar.<br />
I am doing a college course for game development and in groups we need to design a game, etc, etc.<br />
<br />
The deal is, we were taught how to compile it today, after 10 months of work. We have custom script for the UTTeamGame which enables a third person camera and this is evidenced in the .ini files.<br />
To package a game fully we were taught to:<br />
Select the Map to be cooked, Fully recompile the script, clean and full recook and then finally, package the game.<br />
<br />
After installing the game from the install file, the .exe loads up fine, It says that my map is there, too. After clicking play, the game will load for around 2 seconds, before I get the UDK.exe has stopped working screen.<br />
<br />
This has to be done for Friday and I am at work all day tomorrow, so I can't get hold of my Tutor, any help would be appreciated.<br />
I hope I have explained this enough, if you have any questions in which I can answer please comment below, I'll be checking this as regularly as possible.<br />
<br />
<br />
**EDIT** We are using the May 2012 version of UDK, as it is the only version compatible with the computers used at college.</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>ApexStudios</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/963967-UDK-Game-crashing-after-packaging-in-Frontend</guid>
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		<item>
			<title>Can a light be movable AND toggleable?</title>
			<link>http://forums.epicgames.com/threads/963908-Can-a-light-be-movable-AND-toggleable?goto=newpost</link>
			<pubDate>Wed, 22 May 2013 16:10:51 GMT</pubDate>
			<description><![CDATA[So I want to activate a light on a platform as soon as it gets turned "on."  I then want that platform (with it illuminated) to move.  Is this...]]></description>
			<content:encoded><![CDATA[<div>So I want to activate a light on a platform as soon as it gets turned &quot;on.&quot;  I then want that platform (with it illuminated) to move.  Is this possible?  I know I have lights I can toggle OR move....but can one do both?</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>VagrantProfile</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/963908-Can-a-light-be-movable-AND-toggleable</guid>
		</item>
		<item>
			<title>Best Flash Editor for GFX Movie?</title>
			<link>http://forums.epicgames.com/threads/963830-Best-Flash-Editor-for-GFX-Movie?goto=newpost</link>
			<pubDate>Tue, 21 May 2013 22:30:51 GMT</pubDate>
			<description><![CDATA[I wanna have overlays, and my flash professional trial is up. What's the best free flash editor for GFX movies?]]></description>
			<content:encoded><![CDATA[<div>I wanna have overlays, and my flash professional trial is up. What's the best free flash editor for GFX movies?</div>

]]></content:encoded>
			<category domain="http://forums.epicgames.com/forums/372-UDK-General-Development">UDK General Development</category>
			<dc:creator>FusaroLabs</dc:creator>
			<guid isPermaLink="true">http://forums.epicgames.com/threads/963830-Best-Flash-Editor-for-GFX-Movie</guid>
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