So I've decided to move over all my code to extend from the UDK base rather than UT and I seem to be running in trouble..
It all compiles fine but my True First Person camera is all messed up? It seems to be getting it's location from the mesh's chest rather than the eye socket I attached and I also can't rotate up or down?
While i'm on here, I'd like to ask a little question, does extending from UT code slow down the system any bit?
Pawn;
Code:class MainPawn extends UDKPawn config(Game); var name EyeSocket; simulated event Vector GetPawnViewLocation() { local vector viewLoc; // FIXME - rough location for dedicated servers do? //if ((EyeSocket == '') || (WorldInfo.NetMode == NM_DedicatedServer)) if(EyeSocket == '') { return Location + BaseEyeHeight * vect(0,0,1); } Mesh.GetSocketWorldLocationAndRotation(EyeSocket, viewLoc); return viewLoc; } defaultproperties { Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment bSynthesizeSHLight=TRUE bIsCharacterLightEnvironment=TRUE bUseBooleanEnvironmentShadowing=FALSE InvisibleUpdateTime=1 MinTimeBetweenFullUpdates=.2 End Object Components.Add(MyLightEnvironment) Begin Object Class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent bOwnerNoSee=False AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human' SkeletalMesh=SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_CH_LIAM_Cathode' PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics' AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale' LightEnvironment=MyLightEnvironment End Object Mesh=WPawnSkeletalMeshComponent Components.Add(WPawnSkeletalMeshComponent) EyeSocket=Eyes }



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