So I made these bouncing laser actors for this game I'm working on. They seemed to be working fine until I decided it'd be kickass to add some realtime cubemap reflections to the player character. For some reason, these two aren't working very well together. What seems to be happening, is that the laser beam particle orients itself towards the scene capture on the player, rather than the player camera. Below are two screenshots with the scene capture component off to the right:
As you might be able to notice, the lasers on the lower part of the screen are thinner in the screenshot to the left where the SceneCapture is enabled. It's disabled to the right (which is why the player is green, ignore that) so the lasers are just as thick as before. The laser above is equally thick because i'm far away, but if I fly closer it also disappears.
Here are a couple of screenshots using the model and beam but in UDKs regular gamemode:
When standing on the side where the beam is going to turn towards the SceneCapture which is inside the model, the beam is visible. But when standing up on the ramp on the other side of the beam, it is no longer visible just as expected
However, I noticed that the linkgun works fine no matter where I aim! Now this is a step closer to figuring things out! I did also try using the linkgun beam on the bouncy laser actor but that wielded no different results. I'm suspecting it has something to do with the beam source, but I can't figure out what. The code for the bouncy laser is based on the linkgun code, but there appears to be some magical difference.
Here's the meat of the bouncy laser code.
Anyone had any similar issues, or know what's wrong? Thanks in advance![]()






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