Can someone please help me - my head got mixed up.
Here one of the errors:
What is the difference between EditPackages and ModEditPackages? (p.e. in DefaultEngine.ini in section [UnrealEd.EditorEngine])Code:D:\UDK\UDK-2010-03\Development\Src\MyGame\Classes\MyGameLevelInfo.uc(9) : Warning, ObjectProperty UTGame.UTGame:MidGameMenuTemplate: unresolved reference to 'UTUIScene_MidGameMenu'MyGame.MyGameMidGameMenu'' D:\UDK\UDK-2010-03\Development\Src\MyGame\Classes\MyGameLevelInfo.uc(9) : Warning, Invalid property value in defaults: MidGameMenuTemplate=UTUIScene_MidGameMenu'MyGame.MyGameMidGameMenu'
And I found "+EditPackages=xyz" and "EditPackages=xyz" ... makes the "+" a difference? Why is it there sometimes?
Because:
I try to write my own GameType and UnrealFrontend is not finding my package which is located in developement/src/MyGame. And I am not able to add an GameTypePrefix via my GameTypeInfo (extends UTDeathmatch).
I could edit the DefaultGame.ini in section [Engine.GameInfo] to get most things working but still my package can not be accessed inside my GameTypeInfo.
I checked for paths, typos and WordCase multiple times. Looks ok to me. It's just not finding "MyGame".
Anyone knows this behaviour and can give me a hint? Do you need more info? (btw: I'm running windows 7 64bit ultimate.)
TIA!
Attached a lot of files:
### eofCode:; file = DefaultGame.ini, also in UTgame.ini [Engine.GameInfo] DefaultGame=MyGame.MyGameLevelInfo DefaultServerGame=MyGame.MyGameLevelInfo PlayerControllerClassName=MyGame.MyGamePlayerController DefaultGameType="MyGame.MyGameLevelInfo"; +DefaultMapPrefixes=(Prefix="MGL",bUsesCommonPackage=FALSE,GameType="MyGame.MyGameLevelInfo") ### ; file = DefaultEngine.ini, also in UTEngine.ini [UnrealEd.EditorEngine] EditPackages=MyGame ; inserted as last package ; what about this? [ModPackages] ModPackagesInPath=..\..\Developement\Src\MyGame ### class MyGameLevelInfo extends UTDeathmatch; DefaultProperties { Acronym="MGL" Name="Default__MyGameLevelInfo" HUDType=class'MyGame.MyGameHUD' MidGameMenuTemplate=UTUIScene_MidGameMenu'MyGame.MyGameMidGameMenu' DefaultPawnClass=class'MyGame.MyGamePawn' } ### class MyGameHUD extends HUD; DefaultProperties { Name="Default__MyGameHUD" } ### class MyGameMidGameMenu extends UTUIScene_MidGameMenu; DefaultProperties { Name="Default__MyGameMidGameMenu" } ### class MyGamePawn extends UTPawn; simulated function bool CalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV) { local vector start, end, hl, hn; local actor a; start = Location; if (Controller != none) { end = Location - Vector(Controller.Rotation) * 192.f; } else { end = Location - Vector(Rotation) * 192.f; } a = Trace(hl, hn, end, start, false); if (a != none) { out_CamLoc = hl; } else { out_CamLoc = end; } out_CamRot = Rotator(Location - out_CamLoc); return true; } DefaultProperties { Begin Object Name=WPawnSkeletalMeshComponent bOwnerNoSee=false End Object Name="Default__MyGamePawn" } ### class MyGamePlayerController extends UTPlayerController; event Possess(Pawn inPawn, bool bVehicleTransition) { Super.Possess(inPawn, bVehicleTransition); SetBehindView(true); } DefaultProperties { Name="Default__MyGamePlayerController" }




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