-
UDK Gems
I haven't seen anyone talking about that on the forums, so I thought I'd draw your attention to the following:
Epic has recently started to write some interesting tutorials on specific topics (such as using the mouse in game) on UDN.
The URL is here: http://udn.epicgames.com/Three/DevelopmentKitGems.html
-
Yeah! We're trying to hit some interesting topics in a more practical application sort of way. James has been doing an awesome job on those. I've been tweeting about some of them, but I guess I forgot to post about them on the forums. Ooops! Good thing we have awesome members like Mougli to pick up the slack when I drop the ball. :D
I'm going to sticky this thread and I'll try to post here with updates as new ones are added.
-
Thanks! ...would have missed some interesting topics there otherwise!
I am waiting for more ;)
-
thanks for the information, i have missed that !!!! very good !!!!
-
Very interesting! Was wondering how you'd implement actor selection brackets!
-
Thanks a ton! this is exactly the type of tutorials we need, hope to see more in the future...
-
Would be awesome if we could do a pole to 'most wanted tutorial' that way these tutorials would be put to optimal use?
Either way, awesome I will be looking closely at these.
-
Found one error in the mouse interface(http://udn.epicgames.com/Three/Devel...Interface.html)
Im running december version, and im not sure if this is an error or something i havent learned, but in MouseInterfaceHUD, you need to add a local PlayerInput object like so:
Code:
class MyHud extends HUD;
// The texture which represents the cursor on the screen
var const Texture2D CursorTexture;
// The color of the cursor
var const Color CursorColor;
var MyPlayerInput next;
event PostRender()
{
// Ensure that we have a valid PlayerOwner and CursorTexture
if (PlayerOwner != None && CursorTexture != None)
{
// Cast to get the MyPlayerInput
next = MyPlayerInput(PlayerOwner.PlayerInput);
if (next != None)
{
// Set the canvas position to the mouse position
Canvas.SetPos(next.MousePosition.X, next.MousePosition.Y);
// Set the cursor color
Canvas.DrawColor = CursorColor;
// Draw the texture on the screen
Canvas.DrawTile(CursorTexture, CursorTexture.SizeX, CursorTexture.SizeY, 0.f, 0.f, CursorTexture.SizeX, CursorTexture.SizeY,, true);
}
}
Super.PostRender();
}
defaultproperties
{
CursorColor=(R=255,G=255,B=255,A=255)
CursorTexture=Texture2D'EngineResources.Cursors.Arrow'
Name="Default__MyHud"
}
-
Ahh, only if these existed when I started! :P
-
Hah, thats great:D
More and more tutorials are coming:)