Ran into the problem with th 2.0beta1 patch. Noticed it when I tried to compile a random mutator(mk3rperson) to get access to the gametypes and Titan mutator 
Anyways here's the bit of code that's a problem.
MKPawn.uc
Code:
simulated function bool CalcThirdPersonCam( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
{
local vector CamStart, HitLocation, HitNormal, CamDir;
local float DesiredCameraZOffset;
ModifyRotForDebugFreeCam(out_CamRot);
CamStart = Location;
if ( bIsHero )
{
// use "hero" cam
SetHeroCam(out_CamRot);
}
else
{
DesiredCameraZOffset = (Health > 0) ? 1.5 * GetCollisionHeight() + Mesh.Translation.Z : 0.f;
CameraZOffset = fDeltaTime < 0.2) ? DesiredCameraZOffset * 5 * fDeltaTime + (1 - 5*fDeltaTime) * CameraZOffset : DesiredCameraZOffset;
}
CamStart.Z += CameraZOffset;
CamDir = Vector(out_CamRot) * GetCollisionRadius() * CurrentCameraScale;
There's another mutator just like Action Cam out that you can use for the moment since it's source was never released that I'm aware of.
Just remove the green bits from MKPawn.uc then you can compile the mutator and it'll work again.
Any idea what that bit of code was for?
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