Results 1 to 2 of 2
  1. #1
    MSgt. Shooter Person
    Join Date
    Jul 2010
    Location
    Hollywood, CA
    Posts
    85

    Default [FIXED] Odd NavMesh Issue

    Recently we've made the switch to NavMeshes for our collision and AI, and it's been a great change, but we've encountered a very odd issue since starting to use the new pylon system.

    Our first-person weapons won't update properly with their associated first-person hands when moving around. Looking around updates just fine, but when we go to physically move around, the gun will always "lag" behind just outside the hands themselves (they never go offscreen, they just move past our hands in the direction opposite our movement, thus creating a lagging effect).

    I must also say we're working in a mobile (iOS) environment.

    Has anyone ever seen or heard of this issue?

    EDIT: I've confirmed that this issue only occurs when the player is inside a navmesh. I've had the player moving outside the navmesh within the same level and the weapon moves perfectly, but as soon as I drop into a navmesh area it lags behind in my movement.
    Last edited by Zach Lehman; 06-02-2011 at 01:34 PM.

  2. #2
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Posts
    341

    Default

    SetPosition wasn't being called as often as it should.
    Follow me on my new twitter. <_<
    http://twitter.com/#!/MichaelAllar

    Things I've made/worked/working on with UDK/UE3 that I can publicly talk about:
    Rekoil
    Warm Gun
    Jump or Die
    StuffIt: Playroom

    Allar's (Now outdated but soon to be updated) Complete Guide of UnrealScript


 

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.