Strange Artifacts following Player
I have setup a custom Gameinfo and pawn in a brand new UDK map.
I have made noc hanges to either pawn nor gameinfo except that I
override the CalcCamera function to have a third-person view.
Now when I start the level with default inventory everything is fine,
however If I set the World to start without default inventory (e.g. no weapons)
I get two black camera-like thingys following my player. And Idea what that could be and how I can remove them?
I think there his hands lol, another good humerous post though :P Can we see your code ? strange problem like dont think ive had this one
Originally Posted by 30morgh
thanks for your reply
Sure I can show my code, but there is really nothing special in it.
I do not have the map file handy right now, but here is what I did:
Created a new Map in the Editor, added a pane to walk on, a spawn point and a directional light, and then set the world properties to use myGameInfo and Unchecked Start with default inventory. that┤s it...
Thanks for looking!
Last edited by LordAGo; 03-03-2010 at 10:55 AM.
I has this too when i was in first person view (try in first person and look down at feet and u see it following you), however i was testing a weapon id made, but it didnt show in game so maybe its a default model or something if theres an error loading a view model?
My team just found these artifacts today, havent yet figured out how to hide them. They only show up when I dont create a default inventory.
Thanks for chiming in guys!
Iam rather unexperienced with the weapon API as of now, but might it be possible to have a "fake weapon" that is invisible? So the engine thinks the user carries a weapon, it┤s just not visible. It┤s easy to hide the HUD (crossbar, ammo counter etc.) and I can happily show how if someone has any ideas on how to hide the actual weapon
Or is there any more appropiate place to report a bug?
We thought about creating an invisible weapon, but decided we could live with it.
We use kismet to remove the inventory, it generates an onscreen warning, but we dont get the artifacts.
would you mind sharing which kismet node you used?
We could easily get around the onscreen warning by hiding the log output and re-enabling it afterwards. I should get to that at the weekend, once it works I┤ll happily share the code
New Event -> Player -> Player spawned
New Action -> Pawn -> Give Inventory
Check Clear Existing for the action
new Variable -> Object -> Object
Link Instigator to object
Link target to object
Link out to in
I have gotten around the onscreen warning by making my own HUD class that overrides DrawGameHud().