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  1. #1
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Posts
    124

    Unhappy anim node wont work...

    hi!
    ive been following these tutorials here in oder to make a proper Anim_tree.
    They are great but somehow i wont get the AIMNODE to work ingame...
    the preview in the animtree-editor works fine but not ingame.
    i did every single tiny step and ive been trying it for around 5 hours now....
    i really hope someone can help
    Thanks in advance

  2. #2

    Default

    Ingame with... ? :P
    Are using a custom pawn based on UTPawn, UDKPawn or simply Pawn?
    Using kismet?
    Need a bit more info please.
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  3. #3
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Posts
    124

    Default

    the char is based on a coustom GamePawn.uc wich extends UTPawn.

    I cant get the AIMNODE to work....

  4. #4
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Posts
    124

    Default

    i desperatly need help on this one....ive been trying it for 2 days now and im getting really frustrated....PLEASE SOMEONE HELP ME

  5. #5
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Posts
    124

    Default

    SOLVED the problem ^^

  6. #6

    Default

    Good to hear.
    If you don't mind sharing, it may help someone else in the future.
    Not me of course... I'm too awesome to need help (*cough* BS *cough*).
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  7. #7
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Posts
    124

    Default

    oh as always it was pretty stupid mistake from me....i forgot to add these to my custom Pawn.uc :

    Code:
    simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
    {
    	if (SkelComp == Mesh)
    	{
                AimNode = AnimNodeAimOffset( mesh.FindAnimNode('AimNode') );
            }
    }
    i simply didnt tell my pawn to use the aimnode -.-


 

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