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  1. #1
    MSgt. Shooter Person
    Join Date
    Nov 2011
    Posts
    42

    Exclamation RBPenetrationDestroy destroying vehicle on spawn

    I am creating a vehicle that extends from UDKVehicle. When it spawns in the game world however it's instantly destroyed by RBPenetrationDestroy(). I can override the function, but then the game crashes when I try to enter the vehicle.

    This is my vehicle class:

    Code:
    class FSVehicle_Jeep extends UDKVehicle
    	placeable;
    
    defaultproperties
    {
    	Begin Object Name=SVehicleMesh
    		SkeletalMesh=SkeletalMesh'VH_Jeep.Mesh.SK_VH_Jeep'
    		AnimTreeTemplate=AnimTree'VH_Jeep.Anims.AT_VH_Jeep'
    		PhysicsAsset=PhysicsAsset'VH_Jeep.Mesh.SK_VH_Jeep_Physics'
    	End Object
    
    	Begin Object Class=SVehicleWheel Name=FLWheel
    		BoneName="F_L_Tire"
    		SkelControlName="F_L_Tire_Cont"
    		WheelRadius=27
    		bPoweredWheel=true
    	End Object
    	Wheels(0)=FLWheel
    
    	Begin Object Class=SVehicleWheel Name=FRWheel
    		BoneName="F_R_Tire"
    		SkelControlName="F_R_Tire_Cont"
    		WheelRadius=27
    		bPoweredWheel=true
    	End Object
    	Wheels(1)=FRWheel
    
    	Begin Object Class=SVehicleWheel Name=BLWheel
    		BoneName="B_L_Tire"
    		SkelControlName="B_L_Tire_Cont"
    		WheelRadius=27
    		bPoweredWheel=true
    	End Object
    	Wheels(2)=BLWheel
    
    	Begin Object Class=SVehicleWheel Name=BRWheel
    		BoneName="B_R_Tire"
    		SkelControlName="B_R_Tire_Cont"
    		WheelRadius=27
    		bPoweredWheel=true
    	End Object
    	Wheels(3)=BRWheel
    }
    Anyone know how to solve this problem?
    Last edited by Jephir; 05-11-2012 at 12:08 PM.

  2. #2
    MSgt. Shooter Person
    Join Date
    Nov 2011
    Posts
    42

    Default

    Putting these two lines of code in defaultproperties:

    Code:
    DestroyOnPenetrationThreshold=50.0
    DestroyOnPenetrationDuration=1.0
    seems to fix the vehicle being destroyed when spawned. The game still crashes when I try to enter a vehicle though. This is the log:

    Code:
    Log: >>>>>>>>>>>>>> Initial startup: 7.71s <<<<<<<<<<<<<<<
    Log: === Critical error: ===
    Fatal error!
    
    Address = 0x17bea82  (filename not found) [in C:\UDK\UDK-2012-03\Binaries\Win32\UDK.exe]
    Address = 0x178650e  (filename not found) [in C:\UDK\UDK-2012-03\Binaries\Win32\UDK.exe]
    Address = 0xa7debc   (filename not found) [in C:\UDK\UDK-2012-03\Binaries\Win32\UDK.exe]
    Address = 0xa8e7f7   (filename not found) [in C:\UDK\UDK-2012-03\Binaries\Win32\UDK.exe]
    Address = 0x3d7611   (filename not found) [in C:\UDK\UDK-2012-03\Binaries\Win32\UDK.exe]
    
    Exit: Executing UObject::StaticShutdownAfterError
    Exit: Executing UWindowsClient::ShutdownAfterError
    Exit: Executing UWindowsClient::ShutdownAfterError
    Exit: UXAudio2Device::ShutdownAfterError
    Log: Shutting down FaceFX...
    Log: FaceFX shutdown.
    Log: appRequestExit(1)
    The program '[4208] UDK' has exited with code 0 (0x0).
    Is there any way to get a stack trace of where the code crashed? Or is this happening somewhere in the engine where we don't have access?


 

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