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  1. #1
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Posts
    341

    Default Pawn Mesh Replication

    If you set a playercontroller's pawn's skeletalmesh, does that change automatically get replicated to all clients? If not, how can you make it so?

    Right now if I start a listen server, all clients can not see any meshes of other utpawns but the listen server itself can see all clients with their appropriate meshes.

    I've tried using SetCharacterMesh through the UTPRI of the UTPlayerController I'm dealing with but I just keep getting a compiler error saying function does not exist <_<.

    While my pawns are invisible, they are able to collide with eachother...

    Any ideas?


    EDIT: Figured it out, whoops. Was pulling out hair until I re-read my post after posting...

    I just realized that I was looking at the UTPlayerReplicationInfo class that UT3 ships with, not the UDK...

    Turns out that SetCharacterMesh doesn't exist anymore, and that its now all controlled by UTFamilyInfo...

    I thought I had UTFamilyInfo set up, but of course I wasn't reading what I was changing and I was only changing DeathMeshSkelMesh instead of CharacterMesh... I guess today's long night and the fact that I'm missing my right contact lens just made me see SkelMesh and thought thats all I needed to change... So there ya go. I learned two important things here <_<.
    Last edited by Allar; 11-16-2009 at 08:59 AM.


 

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