Results 1 to 6 of 6
  1. #1
    Redeemer
    Join Date
    Nov 2009
    Location
    Caracas
    Posts
    1,633
    Gamer IDs

    Gamertag: daimakupikoro PSN ID: lone_vampire

    Default problem break a dynamic static mesh actor

    hello, i'm using in my level a dymanic static mesh actor, i have created a fractured mesh to use as a static mesh in my dynamic static mesh actor; the problem is:

    i have put on my level some fractured meshes and when i try to break apart the meshes all work just fine, the problem began when i will spawn the dynamic static mesh actor (i have tried with unrealscript or kismet) the bullet doesn't break the object.

    i have put one mesh in the level and spawend another in the same position and the bullet only break one object the one that i have put in the level not the one that i have spawned.

    here is the code of my dymanic static mesh actor:

    Code:
    class PyramidRed extends DynamicSMActor;
    
    defaultproperties
    {
            Begin Object Name=MyLightEnvironment
                    ModShadowFadeoutTime=0.25
                    MinTimeBetweenFullUpdates=0.2
                    AmbientGlow=(R=.01,G=.01,B=.01,A=1)
                    AmbientShadowColor=(R=0.15,G=0.15,B=0.15)
                    LightShadowMode=LightShadow_ModulateBetter
      		ShadowFilterQuality=SFQ_High
                    bSynthesizeSHLight=TRUE
            End Object
            Components.Add(MyLightEnvironment)
    
            Begin Object Class=StaticMeshComponent Name=MyStaticMesh
                    StaticMesh=FracturedStaticMesh'MyPackage.Enemy.pyramid_FRACTURED_red'
    		bNotifyRigidBodyCollision=true
                    HiddenGame=FALSE
                    CollideActors=TRUE
                    BlockActors=TRUE
                    AlwaysCheckCollision=TRUE
                    ScriptRigidBodyCollisionThreshold=0.001
                    LightingChannels=(Dynamic=TRUE)
                    DepthPriorityGroup=SDPG_Foreground
                    LightEnvironment=MyLightEnvironment;
    	End Object
    	Components.Add(MyStaticMesh)
    	CollisionComponent=MyStaticMesh
            DrawScale=8.0
    }
    can somebody help me to understand why my bullet doesn't break apart my dynamic static mesh actor when i spawn it ?


    p.s.: by the way i can't rotate the object in the X axis too.
    http://vincenzoravo.vrs.com.ve http://www.slaughtermaze.com

    please don't fill my inbox with questions, ask in the forum, the answers will help you and others !!!

  2. #2
    Palace Guard

    Join Date
    Jun 2007
    Location
    Christchurch
    Posts
    3,515

    Default

    That's because Static Meshes and Fractured Static Meshes are different.

    Try using FracturedSMActorSpawnable instead.

  3. #3
    Redeemer
    Join Date
    Nov 2009
    Location
    Caracas
    Posts
    1,633
    Gamer IDs

    Gamertag: daimakupikoro PSN ID: lone_vampire

    Default

    thanks Solid Snake, now the bullet has collision with the mesh, but the mesh doesn't break apart, i need to change the staticmesh line of the code? or it will be the same ?

    Code:
    StaticMesh=FracturedStaticMesh'MyPackage.Enemy.pyramid_FRACTURED_red'
    http://vincenzoravo.vrs.com.ve http://www.slaughtermaze.com

    please don't fill my inbox with questions, ask in the forum, the answers will help you and others !!!

  4. #4
    Palace Guard

    Join Date
    Jun 2007
    Location
    Christchurch
    Posts
    3,515

    Default

    Post all of your code up please. It's hard to tell what you've done with just snippets of code.

  5. #5
    Redeemer
    Join Date
    Nov 2009
    Location
    Caracas
    Posts
    1,633
    Gamer IDs

    Gamertag: daimakupikoro PSN ID: lone_vampire

    Default

    sorry Solid Snake, here is the code of my object after extending from FractureSMActorSpawnable

    Code:
    class PyramidRed extends FracturedSMActorSpawnable;
    
    
    defaultproperties
    {
            Begin Object Class=StaticMeshComponent Name=MyStaticMesh
    		            StaticMesh=FracturedStaticMesh'MyPackage.Enemy.pyramid_FRACTURED_red'
    		            bNotifyRigidBodyCollision=true
                    HiddenGame=FALSE
                    CollideActors=TRUE
                    BlockActors=TRUE
                    AlwaysCheckCollision=TRUE
                    ScriptRigidBodyCollisionThreshold=0.001
                    LightingChannels=(Dynamic=TRUE)
                    DepthPriorityGroup=SDPG_Foreground
            End Object
    	      Components.Add(MyStaticMesh)
    	      CollisionComponent=MyStaticMesh
            DrawScale=8.0
    }
    http://vincenzoravo.vrs.com.ve http://www.slaughtermaze.com

    please don't fill my inbox with questions, ask in the forum, the answers will help you and others !!!

  6. #6
    Redeemer
    Join Date
    Nov 2009
    Location
    Caracas
    Posts
    1,633
    Gamer IDs

    Gamertag: daimakupikoro PSN ID: lone_vampire

    Default

    sorry for the bump, but i really need help with this ...
    http://vincenzoravo.vrs.com.ve http://www.slaughtermaze.com

    please don't fill my inbox with questions, ask in the forum, the answers will help you and others !!!


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.